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Source: Animal Archive

One of\ + \ the surest ways to complicate the relationship between an adventurer and her\ + \ animal companion is to cast awaken on the beast. The moment the spell takes\ + \ effect, an animal companion ceases to be a class feature, and instead becomes a person\u2014\ + an NPC whose Intelligence has increased by 3d6 (potentially making it as smart as or smarter\ + \ than the caster), and who has an increased Charisma score and knows at least one spoken language.

An adventurer\ + \ considering awakening his animal companion should keep in mind the awaken spell\u2019s potential\ + \ drawbacks. Most pointedly, awakened animals can no longer serve as companions, and the character must follow\ + \ the rules for Leadership if he wishes to take the animal as an official cohort. Further, an intelligent animal can be difficult to manage. After awakening, animals are predisposed to be friendly toward whoever cast the spell\u2014\ + \ in this case, presumably their masters. Yet if an animal was mistreated during its time as a companion, or is treated poorly\ + \ after its awakening, that friendliness is mixed with a sense of confusion that\ + \ can last anywhere from a few moments to a few hours as the animal reconciles the abuse with the great gift it\u2019s been given. Since\ + \ awaken is not a charm or mind-control spell, there\u2019s nothing to prevent awakened animals from resenting mistreatment in the same way a normal person of their\ + \ intelligence level would, and they\u2019re no more inclined to be automatically\ + \ servile than anyone else. More than one careless druid has found her awakened animal companion refusing to follow instructions, leaving to pursue its own\ + \ goals, or even seeking vengeance for its former \u201Censlavement.\u201D

On\ + \ the flip side, there are many advantages to awakening an animal companion. If treated well, an awakened animal may become a valuable member of an adventuring party, adding new perspective\ + \ to problems and fighting alongside its friends. Awakened animals can also make stealthy and reliable snoops (for who guards her words\ + \ in front of a dog?), teach adventurers about their native environments, act\ + \ as guides, and provide a valuable surprise weapon against enemies who think\ + \ them mere brutes. Druids, in particular, may find awakening animal companions appealing\u2014either because they wish to become true\ + \ friends with their companions, or because they would value the animals\u2018 skills as allies. A devious druid, upon witnessing an enemy mistreating its companion, may even cast\ + \ awaken in secret upon the beast, trusting that its natural instincts\ + \ will make it turn on its oppressor.

Although the personalities of awakened\ + \ animals are as varied as those of adventurers, augmented animals often exhibit traits hearkening back to their species. Similarly,\ + \ certain types of animals may favor specific classes, battle tactics, or even weapons. The\ + \ following are examples of some broad animal groups\u2019 commonalities.

\n\ +

Avians: Raptors such as eagles, hawks, and owls\u2014as well as more bizarre fliers\u2014tend to develop aloof, detached\ + \ personalities, while smaller individuals are often more social and high-strung.\ + \ Awakened avian animals keenly observe the world around them\u2014often understanding it\ + \ much better than their demure natures might imply\u2014 and are adept at inferring\ + \ others\u2019 desires, motives, and intentions. These intelligent flyers are\ + \ shrewdly calculating and opportunistic, especially when it comes to ensuring\ + \ their own survival. Awakened birds can often be found high above a fracas, coldly\ + \ deciding on the best course of action, and only entering a fray when it\u2019\ + s in their best interest or that of their friends.

\n

In combat, avian animals enjoy taking opponents by surprise, favoring training as rogues and ninjas, though\ + \ they may also enjoy a bard\u2019s ability to soar above the fray and inspire with their songs and\ + \ majestic screeches. In these capacities, the birds often use their winged stealth\ + \ to their advantage, taking cover in trees and then striking quickly and silently.\ + \ Awakened avian animals use their natural weapons, but often with a twist\u2014devious awakened\ + \ flyers have been known to drop smoke shot, chain shot, and even bombs on unsuspecting\ + \ enemies.

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Land Mammals (Large): Relishing their brute size and\ + \ strength, large mammals\u2014such as bison, lions, and rhinoceroses\u2014tend to divide along predator/prey lines. Herbivores\ + \ tend to be generally docile but easily spooked or enraged, while predators are\ + \ aggressive and cunning, constantly seeking social dominance. Whether they\u2019\ + re among cowering villagers or in a raiding party, these animals love to tell stories of their physical prowess, and awakened large\ + \ animals tend to be the worst kind of braggadocios.

\n

In combat, most\ + \ large animals gravitate toward brash, volatile tactics, becoming barbarians or fighters who enjoy wading into battle before thinking. The exceptions are\ + \ those hunters like the great cats that rely on stealth and tracking, who are just as likely to become\ + \ rogues or\ + \ rangers\ + \ as they are to become barbarians. Some large mammals, however, have been known to become samurai, replacing\ + \ their natural affinity for recklessness with precision and discipline.

\n\ +

Large mammals recognize the value in using their natural weapons, and augment those weapons in any way they can. For a rhinoceros, that might mean sharpening its deadly horn, while a lion\ + \ might tip its claws with poison and a bison might overrun its enemies with spiked chainmail affixed to its chest.

\n\ +

Land Mammals (Small and Medium): Encompassing perhaps the widest variety\ + \ of species\u2014including creatures like cheetahs, hyenas, ponies, and weasels\u2014Small and

\n

Medium mammals tend to adopt mischievous,\ + \ resourceful personalities when awakened. Used to living in vast ecosystems full\ + \ of larger predators, these creatures are accustomed to using any advantage they\ + \ have, banding together with allies or manipulating others to serve their own\ + \ designs.

\n

In battle, these animals tend to be smart and savvy, shrewd at observing situations and determining\ + \ whether it would be most advantageous to fight or run. Those animals who prefer combat to diplomacy tend to value speed and stealth, thus\ + \ making barbarians\ + \ and rogues\ + \ natural choices, yet the natural curiosity of many smaller animals may also lead them to the study of magic, from wizardry to druidism,\ + \ which brings their own environments under their control. These creatures tend\ + \ to be opportunistic, perpetually on the lookout for interesting magic items\ + \ to help augment their natural abilities.

\n

Aquatic Animals: Often\ + \ as mysterious as the depths in which they live, ocean dwellers are predisposed\ + \ to developing deep, philosophical personalities when awakened. The reflective\ + \ natures of animals such as giant squid, whales, and dolphins typically manifest in one of two ways: they either\ + \ find majesty in nature or adopt a religion. Once awakened, aquatic animals also tend to be the most creative and artistic group of creatures.

\n\ +

Of all awakened creatures, aquatic animals are the most likely to become clerics or paladins\u2014or cult leaders, for that matter. Aquatic animals who eschew religion may instead pursue training as druids or bards, or crave the intellectual stimulation of wizardry. In battle, aquatic animals prefer to rely on the gifts their personal beliefs provide, casting\ + \ divine spells or weaving intricate battle songs and spells. As a rule, aquatic animals eschew combat and fight only when necessary for survival unless an\ + \ enemy threatens something the animal holds sacred. Because they so dislike combat, aquatic animals rarely alter their natural weapons.

\n

Primates: Perhaps the most human in their perspectives, augmented primates such as monkeys, baboons, and gorillas tend to have a wide range of personalities. Most are highly social\ + \ and communicative, though this does not always make them great allies as they\ + \ form intense attachments, manipulate others, and vie for dominance. Perhaps\ + \ reflecting their impulsive personalities, primates generally pursue whatever\ + \ paths seem appropriate in any given moment, and are likely to multiclass, training\ + \ as anything from barbarians, fighters, rangers, and rogues, to exotic callings such as gunslingers and even magi. Those smaller\ + \ primates used to traveling quickly through trees make great burglars and sailors,\ + \ while gorillas and chimpanzees make better mercenaries and berserkers, charging into foes with\ + \ terrifying force. The weapons primates wield also run the gamut. A gorilla might choose an enormous club, a chimpanzee a two-handed sword that lets him take advantage of his tremendous\ + \ strength, and a monkey a hand crossbow or blunderbuss.

\n

Reptiles: From the lizard to the constrictor snake to the ankylosaurus, awakened reptiles tend to be haughty and disdainful toward\ + \ others. They eschew company whenever possible, preferring instead to be alone\ + \ with their increasingly complex thoughts. Although their gruff exteriors can\ + \ be off-putting, once an adventurer has earned an awakened reptile\u2019s friendship,\ + \ it lasts for a lifetime.

\n

When they are forced to pursue a discipline,\ + \ smaller reptiles favor esoteric orders and studies, perhaps becoming druids, oracles, or even witches, while larger reptiles\u2014such as dinosaurs\u2014are often content to remain savagely effective barbarians. Poisonous\ + \ creatures might become rogues, ninjas, and assassins, supplementing their own poisons with those\ + \ of others. Though not necessarily evil, reptiles often retain predatory streaks\ + \ that can seem cruel to others, and some crave violence and the thrill of the\ + \ hunt over all. In combat, as in most things, reptiles rarely show anger or passion,\ + \ instead pursuing their goals with cold, emotionless drive, their expressions\ + \ nearly impossible for other creatures to read.

\n
" + 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.

You have\ + \ no special empathy or connection with a creature you awaken\u2014it is a free-willed\ + \ creature. Golems previously under another creature\u2019s control, either as\ + \ shield guardians or a golem crafter\u2019s creations, break all connections with that creature.

Roll\ + \ 3d6 to determine the Intelligence score of the awakened construct, and increase its Charisma score by 2d6. It gains feats and skill points according to its new\ + \ Intelligence score, and the skill points are assigned appropriately for its\ + \ function, as determined by the GM.

An awakened construct speaks one language that its creator spoke, plus one additional\ + \ language that its creator knew per point of the construct\u2019s Intelligence bonus (if any). Its alignment is determined by the GM, but is usually within one step of its\ + \ creator\u2019s alignment. This spell doesn\u2019t function on a construct with an Intelligence score.

" + 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.

Creatures within 30 feet of the\ + \ subject that can hear the target\u2019s babbling must succeed at a Will save\ + \ or become fascinated for as long as the babbling persists. Once a creature\u2019s fascination\ + \ ends, it can\u2019t become fascinated by the same instance of babble again.

Creatures with an\ + \ Intelligence score of 2 or lower aren\u2019t affected by this spell.

" + 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\u2019\ + s weapon exceeds the spell\u2019s 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.

Choose an initial target, which must\ + \ be alive, and a secondary target, which must be alive or undead. The initial target is dealt a number of points of damage equal to\ + \ 9d6 + 1 point per caster level. A successful Will saving throw halves the damage dealt. The target might die from damage\ + \ even if it succeeds on its saving throw. If the secondary target is a living\ + \ creature, it regains a number of hit points equal to the amount of damage taken by the initial target. If\ + \ the secondary target is undead, it instead takes an amount of damage equal to that dealt to the initial\ + \ target. The secondary target can halve the healing imparted or harm inflicted\ + \ to it with a successful Will saving throw (although a secondary target receiving healing can forgo\ + \ this saving throw as normal). This spell is subject to the spell resistance of the initial target; if the secondary target is unwilling,\ + \ this spell is also subject to the secondary target\u2019s spell resistance. If the spell does not penetrate the initial target\u2019\ + s spell resistance, it fizzles with no effect. If it does not penetrate the\ + \ secondary target\u2019s spell resistance, the initial target is still harmed as described, but the\ + \ secondary target is not healed or harmed.

" + 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.

If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary,\ + \ supernatural, and spell-like abilities, loses its ability to cast spells (if\ + \ it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its\ + \ class and level (or HD), as well as all benefits deriving therefrom (such as\ + \ base attack bonus, base save bonuses, and hit points). It retains any class\ + \ features (other than spellcasting) that aren\u2019t extraordinary, supernatural,\ + \ or spell-like abilities.

Any polymorph effects on the target are automatically\ + \ dispelled when a target fails to resist the effects of baleful polymorph,\ + \ and as long as baleful polymorph remains in effect, the target cannot\ + \ use other polymorph spells or effects to assume a new form. Incorporeal or gaseous creatures are immune to baleful polymorph,\ + \ and a creature with the shapechanger subtype can revert to its natural form as a standard action.

" + 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\u2019s\ + \ 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.

When the subject is first targeted by this spell, and once\ + \ every 24 hours thereafter, the subject must attempt a Will save in order to disbelieve this effect. If the save succeeds, the spell\u2019\ + s effect ends. The first time the subject fails this save, it must also attempt\ + \ a Fortitude\ + \ save. If it also fails this Fortitude save, the subject permanently assumes the form of the chosen animal or humanoid, as per polymorph. This is a polymorph effect.

Successfully disbelieving the spell returns the subject\ + \ to its true form. If the subject fails its Fortitude save against the effects of baleful shadow transmutation, any further\ + \ polymorph effects cast on the target automatically fail.

Incorporeal or gaseous creatures are immune to baleful shadow transmutation,\ + \ and a creature with the shapechanger subtype can revert to its natural form as a standard action.

" + 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.

If\ + \ a globe enters a space with a creature, it stops moving for the round and deals\ + \ 3d6 points of electricity damage to that creature, though a successful Reflex save negates\ + \ the damage. Creatures wearing metal armor take a -4 penalty on this Saving Throw.

Each\ + \ globe moves as long as you actively direct it (it\u2019s a move action for you to direct all the spheres created by a single casting\ + \ of this spell); otherwise they stay at rest. These globes have no mass and cannot\ + \ push aside unwilling creatures or move solid objects. A ball lightning\ + \ globe winks out if it exceeds the spell\u2019s range.

" + 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.

The corruption stains still fully affect\ + \ creatures. A creature that enters the emanation and fails its saving throw loses\ + \ its gifts until the spell\u2019s duration ends, even if it leaves the emanation,\ + \ but a successful saving throw renders a creature immune to the spell, even if\ + \ it enters and exits the emanation several times.

" + 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.

The caster level for supernatural abilities such as change shape is equal to\ + \ the target creature\u2019s Hit Dice. A creature returned to its natural form\ + \ by banish seeming is prevented from changing its form again for a number\ + \ of rounds equal to your caster level.

Banish seeming has no effect on nonmagical means\ + \ of changing appearance, such as that provided by a disguise or extraordinary\ + \ ability.

" + 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.

You do not have to move to push creatures more than 5\ + \ feet with this bull rush. If a creature you strike has spell resistance, you must attempt a caster level check to overcome its spell resistance the first time you strike it. If you fail, that creature\ + \ is immune to the effects of this casting of banishing blade.

The first\ + \ time each extraplanar creature whose Hit Dice don\u2019t exceed your caster level is driven back at least 10 feet by this spell, it must attempt\ + \ a Will\ + \ save. If it fails, it is sent back to its home plane. Whether it succeeds or\ + \ fails, that creature is staggered for 1 round and banishing blade\u2019s duration ends.

" + 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.

You\ + \ can improve the spell\u2019s chance of success by presenting at least one object\ + \ or substance that the target hates, fears, or otherwise opposes. For each such\ + \ object or substance, you gain a +1 bonus on your caster level check to overcome\ + \ the target\u2019s Spell Resistance (if any), and the saving throw DC increases\ + \ by 2.

Certain rare items might work twice as well as a normal item for\ + \ the purpose of the bonuses (each providing a +2 bonus on the caster level check\ + \ against Spell Resistance and increasing the save DC by 4).

" + 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.

The\ + \ creature\u2019s Intelligence becomes 2, and it gains a gore melee attack that it can use\ + \ as a primary or secondary attack. The gore attack uses the creature\u2019s base\ + \ attack bonus, and the creature gains a +2 bonus on attack and damage rolls\ + \ with the gore attack.

The gore attack deals a number of points of damage\ + \ equal to 1d6 + Strength modifier if the target is Small, 1d8 + Strength modifier if the target is Medium, and 2d6 + Strength modifier if the target is Large or larger.

The affected creature\ + \ still retains its type, class, levels, and Hit Dice. The creature\u2019s base attack bonus, base save bonuses, and hit points remain unmodified. It retains all of its class features and may\ + \ still cast spells, though it must do so using its newly modified Intelligence score. Any items equipped in the creature\u2019s head slot meld\ + \ into its body. Affected items that grant passive bonuses continue to do so,\ + \ though items that require activation become nonfunctional for the duration of\ + \ the spell.

If the target fails to resist this spell, it also becomes immune\ + \ to polymorph spells (except for this one) for the duration of the spell\u2019\ + s effect. Undead, incorporeal, or gaseous creatures are immune to this spell.

" + 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\u2019t 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.

The enhancement bonus provided by barkskin\ + \ stacks with the target\u2019s natural armor bonus, but not with other enhancement\ + \ bonuses to natural armor. A creature without natural armor has an effective\ + \ natural armor bonus of +0.

" + 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.

\n

Gills: Your throat expands, and gill slits appear\ + \ along your neck. You can breathe underwater.

\n

Leaping: Your legs\ + \ elongate and become especially muscular. You are always treated as having a\ + \ running start when attempting Acrobatics checks to jump, and you gain a competence bonus on Acrobatics checks to jump equal to your caster level.

\n

Swimming: You grow a large tadpole tail, and\ + \ your other limbs shrink slightly. You gain a swim speed equal to your base land\ + \ speed.

\n

Tongue: Your tongue extends to the length of your body.\ + \ Increase your reach by 5 feet when delivering touch spells. This increased reach doesn\u2019t stack with any other spells\ + \ or abilities that affect your reach.

\n
" + 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.

A creature struck by any of these\ + \ is subject to a bull rush attempt. The force has a Strength modifier equal to your Intelligence, Wisdom, or Charisma modifier (whichever is highest). The CMB for the force\u2019s bull rush uses your caster level as its base attack bonus, adding the force\u2019s Strength modifier and a +10 bonus for each additional blast directed against\ + \ the same target. Each sphere of force makes its own separate bull rush attempt\u2014if multiple spheres strike one target, you make multiple\ + \ CMB checks but only take the highest result to determine success. If the\ + \ bull\ + \ rush succeeds, the force pushes the creature away from you in a straight\ + \ line, and the creature must make a Reflex save or fall prone.

This spell pushes an unattended object struck by it 20 feet\ + \ away from you, provided it weighs no more than 25 pounds per level (maximum\ + \ 250 pounds). This spell cannot move creatures or objects beyond your range.\ + \ Used on a door or other obstacle, the spell attempts a Strength check to destroy it if the sheer damage inflicted by the spell doesn\u2019\ + t do the job.

" + 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.

When you use this spell, you immediately take 4 points of Intelligence damage. You must make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a \u20135 penalty.

" + 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.

\n

Melee: If you both make\ + \ melee attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls\ + \ (plus bonuses).

\n

Ranged: If you both make ranged attacks against\ + \ the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll\ + \ (plus bonuses).

\n

Spell: If you both cast spells and target the\ + \ same area or same creature, affected creatures take a \u20132 penalty on their\ + \ saving throw against the spells.

\n

You and the target lose these\ + \ benefits if you cannot see each other or if you or the target is unconscious\ + \ or helpless.

" + 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.

Bear\u2019s Endurance, Mass

\n

School transmutation; Level cleric/oracle 6, druid 6, magus 6, psychic 6, shaman 6, sorcerer/wizard 6, summoner 4, unchained summoner 6

\n

EFFECT

\n

Range\ + \ close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two\ + \ of which can be more than 30 ft. apart

\n

DESCRIPTION

\n\ +

Mass bear\u2019s endurance works like bear\u2019s endurance,\ + \ except that it affects multiple creatures.

\n" + 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.

Small + animal: If the form you take is that of a Small animal, + you gain a +2 size bonus to your Dexterity + and a +1 natural armor bonus.

Medium animal: If the form you take + is that of a Medium animal, + you gain a +2 size bonus to your Strength + and a +2 natural armor bonus.

+ + ' + 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.

The subjects of this spell are able to sleep comfortably in medium + or heavy armor without suffering from fatigue + the following day.

+ 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.

For the spell\u2019s duration, the DCs of all of the\ + \ target\u2019s spells, spell-like abilities, supernatural abilities, and extraordinary abilities are reduced by 4. Any of its attacks that would deal\ + \ hit point damage, including its melee and ranged physical attacks, deal minimum\ + \ damage for the duration of this spell.

This curse applies only to effects\ + \ created by the creature while this spell is actively affecting the target; applying\ + \ or removing this curse doesn\u2019t alter the ongoing damage of effects previously\ + \ created by the target (such as an incendiary cloud spell that was cast before\ + \ the target became affected by this spell).

" + 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.

While under the effects + of this spell, items in your possession gain a +2 luck + bonus on saving throws against spells and effects, and you gain a +5 luck + bonus on Craft checks + to create or repair objects with Craft + skills in which you are trained.

+ 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.

Allies of an affected creature must succeed at a melee touch attack\ + \ to affect the subject with touch spells, and an affected creature cannot voluntarily fail a saving throw\ + \ even if the effect is harmless (such as cure light wounds). An affected creature still counts as her own ally and\ + \ can target herself with abilities, effects, and spells normally.

" + 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.

You cannot transfer an aura that affects only you (such as aura + of good).

+ 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.

    + +
  • -6 decrease to an ability score (minimum 1).
  • + +
  • -4 penalty on attack rolls, saves, ability checks, and skill checks.
  • + +
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes + no action.
  • + +

You may also invent your own curse, but it should be no more powerful + than those described above.

The curse bestowed by this spell cannot be dispelled, + but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse counters + remove curse.

+ + ' + 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\u2019s duration, the target can choose\ + \ to roll two checks and take the greater result. Doing so ends the spell\u2019\ + s 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\u2019\ + s surroundings, allowing her to temporarily infuse a creature with the plane\u2019\ + s 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.

Once\ + \ a creature gains the benefits of bestow planar infusion I, it remains attuned\ + \ to that plane for 24 hours. Additional castings of bestow planar infusion I\ + \ during this time bestow the same infusion that was granted by the initial casting\ + \ that day. Planar infusions that can be used a limited number of times per day\ + \ are not refreshed by multiple castings of bestow planar infusion I.

\n" + 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.

If the duplicate takes damage, for example,\ + \ you deduct the damage from your hit point total. Similarly, if your duplicate\ + \ expends a charge or daily use from a magic item you both wield, the charge or\ + \ daily use is expended from the item you carry. If you or the duplicate drops\ + \ or gives away something you\u2019re carrying, the item disappears from the other\ + \ body as well. This spell doesn\u2019t duplicate artifacts; any you possess remain\ + \ on you.

You perceive sensory information from your body and that of your\ + \ duplicate simultaneously. The spell enables you to process the sensations so\ + \ you don\u2019t find them disorienting.

When you take any action, you choose\ + \ which of your bodies performs the action, but both bodies share the same pool\ + \ of actions. For instance, if you take a standard action to cast a spell, You can use either body as the point of\ + \ origin, but the other body can\u2019t also take a standard action that round. Likewise, if your duplicate takes a full-round\ + \ action, you couldn\u2019t take a standard or move action. Both bodies can take any number of free actions as usual; for\ + \ example, both bodies could say different things or each drop a different item.\ + \ If either body doesn\u2019t move during the round, that body can either take\ + \ a 5-foot step or move your speed once as a free action.

The two bodies are affected by attacks, spells, and effects\ + \ as though they were one person, taking the worse effect when applicable (for\ + \ example, if the bodies would be subject to differing effects due to being at\ + \ different ranges). If both bodies are in the area of the same fireball,\ + \ you would attempt the saving throw only once and take the damage only once.\ + \ If one body is targeted by hold person, both would become paralyzed on a failed save.

Both bodies count as a single creature\ + \ for effects that target a specific number of creatures, and they can\u2019t\ + \ be chosen more than once for such effects. You do count your other body as another\ + \ creature for most combat effects, such as flanking or determining cover. However, you don\u2019t count as two unique creatures for the purposes\ + \ of teamwork feats or effects you use that can target only creatures other than\ + \ yourself.

Any magical effect with a duration affecting you has its duration\ + \ halved while you\u2019re bilocating. For example, the hold person spell\ + \ mentioned above would lose 2 rounds\u2019 worth of duration per round until\ + \ your duplicate disappeared.

If you were under an eagle\u2019s\ + \ splendor effect that had 1 minute remaining when you cast bilocation, the\ + \ effect would end after 5 rounds instead of 10. An effect shortened in this way\ + \ lasts a minimum of 1 round total, and if an effect that lasts an odd number\ + \ of rounds has 1 round remaining, it has its full effect on both of your bodies\ + \ for that round.

When the spell ends, you decide whether you or your duplicate\ + \ disappears. If you disappear, you become your duplicate. If you are carrying\ + \ artifacts when you do this, they transfer with your consciousness.

" + 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.

You may have as many as six assistants help you\ + \ with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases\ + \ by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases\ + \ by a number equal to a third of that assistant\u2019s level, provided that the\ + \ spell\u2019s target is appropriate for a binding spell. Since the assistants\u2019\ + \ spells are cast simply to improve your caster level for the purpose of the binding\ + \ spell, saving throws and spell resistance against the assistants\u2019 spells are irrelevant. Your\ + \ caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding\ + \ spells are dismissible.

Regardless of the version of binding you\ + \ cast, you can specify triggering conditions that end the spell and release the\ + \ creature whenever they occur. These triggers can be as simple or elaborate as\ + \ you desire, but the condition must be reasonable and have a likelihood of coming\ + \ to pass. The conditions can be based on a creature\u2019s name, identity, or\ + \ alignment, but otherwise must be based on observable actions or qualities. Intangibles\ + \ such as level, class, Hit Dice, or hit points don\u2019t qualify. Once the spell\ + \ is cast, its triggering conditions cannot be changed. Setting a release condition\ + \ increases the save DC (assuming a saving throw is allowed) by 2.

If you\ + \ cast any of the first three versions of binding (those with limited durations),\ + \ you may cast additional binding spells to prolong the effect, overlapping\ + \ the durations. If you do so, the target gets a saving throw at the end of the\ + \ first spell\u2019s duration, even if your caster level was high enough to disallow\ + \ an initial saving throw. If the creature\u2019s save succeeds, all binding\ + \ spells it has received are broken.

The binding spell has six versions.\ + \ Choose one of the following versions when you cast the spell.

Chaining: The subject is confined by restraints that\ + \ generate an antipathy spell affecting all creatures who approach the subject, except\ + \ you. The duration is 1 year per caster level. The subject of this form of binding\ + \ is confined to the spot it occupied when it received the spell. Casting this\ + \ version requires a chain that is long enough to wrap around the creature three\ + \ times.

Slumber: This version causes\ + \ the subject to become comatose for as long as 1 year per caster level. The subject\ + \ does not need to eat or drink while slumbering, nor does it age. This form of\ + \ binding is slightly easier to resist. Reduce the spell\u2019s save DC\ + \ by 1. Casting this version requires a jar of sand or rose petals. This is a\ + \ sleep effect.

Bound Slumber: This\ + \ combination of chaining and slumber lasts for as long as 1 month per caster\ + \ level. Reduce the save DC by 2. Casting this version requires both a long chain\ + \ and a jar of sand or rose petals. This is a sleep effect.

Hedged Prison: The\ + \ subject is transported to or otherwise brought within a confined area from which\ + \ it cannot wander by any means. This effect is permanent. Reduce the save DC\ + \ by 3. Casting this version requires a tiny golden cage worth 100 gp that is\ + \ consumed when the spell is cast.

Metamorphosis:\ + \ The subject assumes gaseous form, except for its head or face. It is held harmless\ + \ in a jar or other container, which may be transparent if you so choose. The\ + \ creature remains aware of its surroundings and can speak, but it cannot leave\ + \ the container, attack, or use any of its powers or abilities. The binding\ + \ is permanent. The subject does not need to breathe, eat, or drink while metamorphosed,\ + \ nor does it age. Reduce the save DC by 4.

Minimus\ + \ Containment: The subject is shrunk to a height of 1 inch or less and held\ + \ within some gem, jar, or similar object. The binding is permanent. The\ + \ subject does not need to breathe, eat, or drink while contained, nor does it\ + \ age. Reduce the save DC by 4.

You can\u2019t dispel a binding spell\ + \ with dispel magic or a similar effect, though an antimagic field or mage\u2019s disjunction affects it normally. A bound extraplanar creature\ + \ cannot be sent back to its home plane by dismissal, banishment, or a similar effect.

" + 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.

If + the target is a creature, it treats all areas of earth and stone it moves through + as difficult terrain. Furthermore, for each 5 feet a creature moves through such + areas, it takes 1d6 points of damage. Creatures with a burrow + speed or the earth + glide ability are unaffected by binding earth.

If cast on an unattended + object resting on an area of stone or earth, the stone or earth warps and wraps + around it, pulling it firmly to the ground. A DC 15 Strength + check is required to pull + the object free from snapping earth or stone.

+ + ' + 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.

During\ + \ the spell\u2019s duration, the caster can spend 1 point from this reservoir\ + \ when making an attack roll or skill check to add a +1d8 luck bonus to the d20 roll\u2019s result. This bonus can be added before\ + \ or after the roll or check\u2019s result is revealed, and if this bonus is large\ + \ enough to turn a failure into a success, the roll succeeds. The spell instantly\ + \ ends when all points are expended or when it is cast on the target again.

An\ + \ 8th-level caster can instead spend 4 points to add a +2d8 luck bonus, and a 16th-level caster can spend 8 luck points to instead add\ + \ a +3d8 luck bonus.

" + 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\u2019s eidolon), or bonded creatures not explicitly summoned, such as a paladin\u2019s mount\ + \ or wizard\u2019\ + s familiar.

\n" + 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.

You can attack with\ + \ biting words by shouting instead of speaking intelligibly. When doing so, the\ + \ amount of damage dealt by the attack is reduced to 1d4 + 1/2 your Strength or Charisma modifier (whichever is higher), but the spell doesn\u2019t count\ + \ as having the language-dependent descriptor for that attack.

" + 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\u2019\ + s 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.

Every\ + \ day in which a creature bears a black spot, it must make a Fortitude save. On a failed save, the creature takes 1 point of Constitution damage. The damage cannot be healed until the black spot is\ + \ removed. If the creature\u2019s Constitution reaches 0, it dies. Pirates killed by this spell often return\ + \ as ghosts, but that is not a direct effect of this spell.

The black spot\ + \ cannot be dispelled, but it can be removed with break enchantment, limited wish, miracle, remove curse, or wish.

" + 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.

Every creature\ + \ within the area of the spell is the target of a combat maneuver check made to\ + \ grapple each round at the beginning of your turn, including the round that black\ + \ tentacles is cast. Creatures that enter the area of effect are also automatically\ + \ attacked. The tentacles do not provoke attacks of opportunity. When determining\ + \ the tentacles\u2019 CMB, the tentacles use your caster level as their base\ + \ attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire\ + \ spell effect each round and apply the result to all creatures in the area of\ + \ effect.

If the tentacles succeed in grappling a foe, that foe takes 1d6+4\ + \ points of damage and gains the grappled condition. Grappled opponents cannot move without\ + \ first breaking the grapple. All other movement is prohibited unless the creature\ + \ breaks the grapple first. The black tentacles spell receives a +5 bonus\ + \ on grapple checks made against opponents it is already grappling, but cannot\ + \ move foes or pin foes. Each round that black tentacles succeeds on a\ + \ grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the\ + \ grapple, is equal to 10 + its CMB.

The tentacles created by this spell\ + \ cannot be damaged, but they can be dispelled as normal. The entire area of effect\ + \ is considered difficult terrain while the tentacles last.

\n" + 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.

You can cast the spell\ + \ on a point in space, but the effect is stationary unless cast on a mobile object.\ + \ You can cast the spell on a creature, and the effect then radiates from the\ + \ creature and moves as it moves. Unattended objects and points in space do not\ + \ get saving throws or benefit from spell resistance.

Blacklight counters\ + \ or dispels any light spell of equal or lower level. Daylight counters\ + \ or dispels blacklight.

" + 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.

If you evoke the barrier + so that it appears where creatures are, each creature takes damage as if passing + through the wall. Each such creature can avoid the wall (ending up on the side + of its choice) and thus take no damage by making a successful Reflex save.

A blade barrier provides cover (+4 + bonus to AC, + +2 bonus on Reflex + saves) against attacks made through it.

+ 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\u2019s 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.

If your opponent\u2019\ + s melee weapon becomes trapped in the field, the opponent may release the weapon\ + \ and move away from you. If your opponent attacked with a part of its body (such\ + \ as a fist, a horn, a tail, etc.) or it attacked with a weapon but refuses to\ + \ release it, your opponent gains the grappled condition. Because you are not using any part of your body to maintain\ + \ control over your opponent, you do not gain the grappled condition.

Once an opponent\u2019s weapon is snared, you may\ + \ attempt a new caster\ + \ level check against that opponent\u2019s CMD on each of your subsequent turns to maintain the grapple. This is a standard action, during which you may make any of the usual grappling actions, but if you choose to pin the opponent, you gain the grappled condition as well. On your opponent\u2019s turn, it may try to retract\ + \ its weapon or limb by attempting a combat maneuver check or Escape Artist check, the DC of which is equal to the spell\u2019s saving\ + \ throw.

While blade snare is active, you may make melee attacks and cast spells as normal, though\ + \ you may not make ranged weapon attacks; the magic field thwarts such attacks.\ + \ You may not snare more than one limb or weapon in the field at a time. If you already\ + \ have an opponent\u2019s weapon or limb stuck in the field and you are hit by\ + \ a second melee attack, you must choose which weapon or limb to snare. The\ + \ other limb or weapon is unaffected by the spell.

" + 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.

When you voluntarily use one or more actions\ + \ or feats that apply penalties to attack rolls with your melee weapons (such as a charge, fighting defensively,\ + \ or using the Power Attack feat), the spirit reduces the total penalty on affected attacks\ + \ by 1 (to a minimum penalty of 0). The penalty is reduced by an additional 1\ + \ for every 5 caster levels you possess (to a minimum penalty of 0). Only penalties\ + \ incurred by voluntary use of feats or maneuvers are reduced by this spell.

The\ + \ spirit can\u2019t be attacked or harmed by physical attacks, but disintegrate,\ + \ dispel magic, a rod of cancellation, or a sphere of annihilation can affect it. A protective spirit\u2019s AC\ + \ against touch attacks is equal to 10 + your Dexterity modifier.

" + 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\u2019s 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\u2019s 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).

A weapon enhanced by this spell + sheds light as if daylight + had been cast on it. It functions as a magic and good weapon for the purposes + of overcoming damage + reduction.

The weapon grants a +2 sacred + bonus on attack + rolls against undead + and deals +1d6 points of damage on a successful hit against such foes; against + incorporeal + undead, + it functions as if it had the ghost + touch weapon special ability. The weapon automatically confirms critical hits + against foes that are vulnerable to sunlight.

+ 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:

\n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n
HDEffect
Equal to caster levelDazed
Up to caster level -1Weakened, dazed
Up to caster level -5Paralyzed, weakened, dazed
Up to caster level -10Killed, paralyzed, weakened, dazed

The effects are cumulative and concurrent.\ + \ A successful Will save reduces or eliminates these effects. Creatures\ + \ affected by multiple effects make only one save and apply the result to all\ + \ the effects.

Dazed: The creature\ + \ can take no actions for 1 round, though it defends itself normally. Save negates.

Weakened: The creature\u2019s Strength score decreases by 2d6 points for 2d4 rounds.\ + \ Save for half.

Paralyzed: The\ + \ creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed. Save\ + \ negates. If the save is successful, the creature instead takes 3d6 points of\ + \ damage + 1 point per caster level (maximum +25).

Furthermore, if you are\ + \ on your home plane when you cast this spell, nonevil extraplanar creatures within\ + \ the area are instantly banished back to their home planes. Creatures so banished\ + \ cannot return for at least 24 hours. This effect takes place regardless of whether\ + \ the creatures hear the blasphemy or not. The banishment effect\ + \ allows a Will save (at a -4 penalty) to negate.

Creatures\ + \ whose Hit Dice exceed your caster level are unaffected by blasphemy.

" + 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\u2019\ + s shape. A blast barrier has an AC of 9, hardness 0, and 5 hit points per caster level. When a blast barrier reaches 0 hit points, or when you cease concentrating on maintaining it, the energies\ + \ that maintain the barrier\u2019s 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.

When you cast this spell, any good + creature within range is healed for 1d6 points of damage per two caster levels. + All evil + creatures within range take the same amount as damage instead (a successful Will save halves + this damage). In addition, all allies and enemies within range are affected as + if by the prayer + spell for 1 round per caster + level.

+ 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.

Bow: The spell creates + a longbow + or shortbow + appropriate for your size, and you are proficient in the use of this weapon. When + drawn, the bow automatically creates a +1 seeking + brilliant + energy arrow; it cannot fire any other arrows. A creature struck by one of + these arrows is surrounded by faerie + fire and dazzled + for 1 minute. This version of the spell ends when you have fired a number of arrows + equal to your caster + level.

Bridge: The light forms a bridge + or ramp 5 feet wide and up to 10 feet long per caster + level. Creatures on the bridge are dazzled. + Allies gain a bonus equal to your Wisdom + modifier (minimum 1) on checks, saves, and to their CMD + to resist being moved from the bridge against their will. Enemies take a penalty + equal to your Wisdom + modifier (minimum 1) checks, saves, and to their CMD + to resist being moved from the bridge against their will.

' + 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.

If an attack roll triggered this spell\u2019s casting, the target takes the damage\ + \ instead of you, even if the attack roll would not normally hit the target\u2019s Armor Class.

If an area of effect that allows you to attempt a Reflex save triggered\ + \ this spell\u2019s casting, the target instead grants you cover against the effect (+2 bonus on Reflex saves) if it is your size or smaller, or improved cover (+4 bonus on Reflex saves and improved evasion against the effect) if it is larger than you. the target\ + \ automatically fails its Reflex save against the effect but can still benefit from improved evasion and similar mitigating effects.

After taking damage,\ + \ the target is shaken for 1 minute. If the target was already shaken, it becomes frightened instead.

" + 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.

As long as the target stays still, it gains a\ + \ +20 bonus on Stealth\ + \ checks, and it can use Stealth\ + \ even if it is being observed. The target\u2019s armor blends in perfectly with\ + \ the illusory shape, and the target\u2019s armor check penalty on Stealth checks is negated for the\ + \ duration of the spell. If the target moves at all while this spell is in effect,\ + \ the spell ends.

" + 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.

Bless + counters and dispels bane.

+ 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\u2019t 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\u2019t confer the benefit\ + \ to the projectiles they shoot.

In addition, all critical hit rolls against\ + \ evil foes are automatically successful, so every threat is a critical hit. This\ + \ last effect does not apply to any weapon that already has a magical effect related\ + \ to critical hits, such as a keen weapon or a vorpal sword.

" + 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\u2019\ + t 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).

    \n
  • Increase its speed by\ + \ 30 feet.
  • \n
  • Stand up as a swift action without provoking an attack\ + \ of opportunity.
  • \n
  • Make one extra attack as part of a full attack\ + \ action, using its highest base attack bonus.
  • \n
  • Gain a +2 bonus on attack rolls and a +2 dodge bonus\ + \ to AC and Reflex saves.
  • \n
  • Cast a single spell of 2nd level or lower as if it\ + \ were an enlarged, extended, silent, or still spell.
  • \n

These effects are not cumulative with similar\ + \ effects, such as those provided by haste or a speed weapon, nor do they actually\ + \ grant an extra action, so you can\u2019t use it to cast a second spell or otherwise\ + \ take an extra action in the round. Blessing of fervor does not stack\ + \ with haste.

" + 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\u2019s 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.

Note This spell is associated\ + \ with a particular deity. The caster must worship the associated deity. The symbol\ + \ of the associated deity appears above the heads of those affected by this spell,\ + \ making those affected and unaffected by the spell immediately apparent.

" + 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\u2019\ + t receive a save and immediately withers and dies.

This spell has no effect\ + \ on the soil or surrounding plant life.

" + 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\u2019\ + s 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.

\n

Get Organized!\n

\n

The following information is not official in terms of general\ + \ campaign usage. It is copied from the Pathfinder Society Organized Play\ + \ FAQ section because we thought it might be helpful information for a player\ + \ or GM in adjudicating common problems or questions. Usage is up to the GM of\ + \ your game.

\n

What does a deaf PC (or other\ + \ creature) need to do in order to read lips?

\n

Any PC may learn to read\ + \ lips with a rank in Linguistics as if they had learned a new language. When reading the lips\ + \ of a speaking creature within 10 feet in normal lighting conditions, the reader\ + \ need not make any skill checks. In situations of dim lighting, extreme distances,\ + \ or to read the lips of someone trying to hide their words from the reader, the\ + \ reader must make Perception\ + \ checks (DC determined by the GM based on the situation). A lip reader may only\ + \ understand spoken words in a language it knows.

\n

[Source]

" + 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.

Physical\ + \ attacks against you have a 50% miss chance, and the Blind-Fight feat doesn\u2019t help opponents, since you\u2019re ethereal\ + \ and not merely invisible. If the attack is capable of striking ethereal creatures, the miss\ + \ chance is only 20% (for concealment).

If the attacker can see invisible\ + \ creatures, the miss chance is also only 20%. (For an attacker who can both see\ + \ and strike ethereal creatures, there is no miss chance.) Likewise, your own\ + \ attacks have a 20% miss chance, since you sometimes go ethereal just as you\ + \ are about to strike.

Any individually targeted spell has a 50% chance\ + \ to fail against you while you\u2019re blinking unless your attacker can target\ + \ invisible, ethereal creatures. Your own spells have a 20% chance to activate\ + \ just as you go ethereal, in which case they typically do not affect the Material\ + \ Plane (but they might affect targets on the Ethereal Plane).

While blinking,\ + \ you take only half damage from area attacks (but full damage from those that\ + \ extend onto the Ethereal Plane). Although you are only partially visible, you\ + \ are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against\ + \ enemies that cannot see invisible creatures.

You take only half damage\ + \ from falling, since you fall only while you are material.

While blinking,\ + \ you can step through (but not see through) solid objects. For each 5 feet of\ + \ solid material you walk through, there is a 50% chance that you become material.\ + \ If this occurs, you are shunted off to the nearest open space and take 1d6 points\ + \ of damage per 5 feet so traveled.

Since you spend about half your time\ + \ on the Ethereal Plane, you can see and even attack ethereal creatures. You interact\ + \ with ethereal creatures roughly the same way you interact with material ones.

An\ + \ ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As\ + \ an incorporeal creature, you can move through solid objects, including living\ + \ creatures.

An ethereal creature can see and hear the Material Plane, but\ + \ everything looks gray and insubstantial. Sight and hearing on the Material Plane\ + \ are limited to 60 feet.

Force effects and abjurations affect you normally.\ + \ Their effects extend onto the Ethereal Plane from the Material Plane, but not\ + \ vice versa. An ethereal creature can\u2019t attack material creatures, and spells\ + \ you cast while ethereal affect only other ethereal things. Certain material\ + \ creatures or objects have attacks or effects that work on the Ethereal Plane.\ + \ Treat other ethereal creatures and objects as material.

" + 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\u2019s 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).

    \n
  • Who are you? (The name by which\ + \ the creature is most commonly known)
  • \n
  • What are you? (Gender, race,\ + \ profession/role)
  • \n
  • How was your blood shed? (Brief outline of the events\ + \ that caused its wound, to the best of the victim\u2019s knowledge)
  • \n
  • When\ + \ was your blood shed?
  • \n

These answers always appear in a language\ + \ you can read even if the creature cannot speak that or any language.

" + 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\u2019s 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\u2019\ + s 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\u2019\ + s capillaries burst, dealing 1d6 points of Constitution damage to the target. On the third and final round, the target\u2019\ + s 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\u2014\ + the 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\u2019s 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.

For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth\ + \ of diamond dust required by that spell, taking 1d6 points of damage and 1 point\ + \ of Strength damage in the process.

Material components created by blood money transform back into blood at the\ + \ end of the round if they have not been used as a material component. Spellcasters\ + \ who do not have blood cannot cast blood money, and those who are immune\ + \ to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material\ + \ components.

" + 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\u2019\ + s 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.

\n\n\n\ + \n\n
\n

Section 15: Copyright Notice\ + \ \n

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\n

Pathfinder Player Companion: Advanced Class Origins \xA9\ + \ 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Tom Phillips, Stephen Radney-MacFarland,\ + \ and Owen K.C. Stephens.

\n
\n\n
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" + 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.

Orcs and\ + \ any creature under the effects of rage gain a +2 morale bonus on attack and damage rolls against creatures they can smell\ + \ with this spell, or a +4 morale bonus if the target\u2019s blood counts as a strong scent.

" + 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.

As\ + \ part of the casting, the caster must shed some of his blood (or an equivalent\ + \ humor). If the caster isn\u2019t susceptible to bleed damage, regardless of the reason, he can\u2019t cast blood song. For\ + \ each spell that is imbued using blood song, the caster loses 5 hit points, which can\u2019t be regained by any means until the spell ends\ + \ or is discharged.

" + 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\u2019\ + s 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\u2019s 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).

A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Opponents that cannot see the subject ignore\ + \ the spell\u2019s effect (though fighting an unseen opponent carries penalties\ + \ of its own).

" + 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.

As long as the two targets are of the same\ + \ size category, they are indistinguishable. As a consequence, if the targets\ + \ are adjacent and a creature takes an action that would affect one of the targets\ + \ (such as an attack, a targeted spell, or an area effect), that action has a\ + \ 50% chance of affecting the other target instead.

Any action that would\ + \ affect both of the creatures affects them both normally.

This spell does\ + \ not deceive creatures that have true seeing.

Likewise, a creature that can\u2019t perceive one of the\ + \ targets is not fooled by this spell (even if the spell fooled that creature\ + \ earlier), and its attacks, targeted spells, and other actions affect targets\ + \ as normal.

" + 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.

If a target has the orc subtype, it doesn\u2019t take fire damage and instead gains a +2 morale\ + \ bonus to Strength.

" + 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.

    + +
  • Neutral outsiders + and creatures native to the Material Plane and Elemental Planes take 1d6 points + of damage per 2 levels (maximum 7d6).
  • + +
  • Evil outsiders, + undead, + and natives of the Negative Energy Plane take 1d6 points of damage per level (maximum + 15d6).
  • + +
  • All other creatures take no damage.
  • + +
' + 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\u2019s skeleton. This has a variety of effects depending on whether the target is\ + \ living or undead.

A living creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes\ + \ 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels\ + \ you have.

In addition, you can move the target 5 feet. This movement doesn\u2019\ + t provoke attacks of opportunity. A successful saving throw halves the damage\ + \ and negates the movement.

An undead creature takes no damage. Instead,\ + \ you manipulate the undead, forcing it to take an immediate action to either\ + \ move up to its speed (provoking attacks of opportunity as normal) or make a\ + \ single attack against a creature of your choice in its reach. Either of these\ + \ is the most basic version of the action the creature can take (it doesn\u2019\ + t activate any special abilities that it could apply to the movement or attack,\ + \ such as grab). A successful saving throw negates this effect. A mindless undead\ + \ creature doesn\u2019t receive a save against this effect.

" + 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.

If the\ + \ target succeeds at its save, it takes half damage and is fatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again\ + \ as much damage (+50%) from this spell. This spell has no effect on a creature\ + \ that has neither a skeleton nor a hard carapace.

" + 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.

If your campaign uses the + sanity rules, your sanity score decreases by 2 (and thus your sanity edge + decreases by 1) each time you cast this spell, instead of you taking Wisdom + drain. Only greater + restoration, miracle, + or wish + can remove this decrease. A single casting of greater + restoration removes one decrease of sanity from casting borrow corruption, + while a casting of miracle + or wish + removes them all.

+ 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\u2019\ + s skill ranks, but modified by your own key ability.

If you take longer\ + \ than the spell\u2019s duration to make the check or the check requires more\ + \ time, then it fails and you must use your own skill ranks (if any). If the borrowed\ + \ skill is a class skill for you, you gain the +3 bonus on checks using that skill.

" + 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 \u2018\ + bomb 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.

When you throw your next bomb, choose one target that would normally\ + \ be hit by the bomb\u2019s splash damage. The target is affected as if it suffered a direct hit from\ + \ the bomb instead.

" + 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.

It gains a +2 circumstance bonus on grapple combat maneuver checks and Escape Artist checks, as well as to its CMD against combat maneuver checks to grapple. Anytime the target would take falling damage, it treats falls as\ + \ 20 feet shorter (minimum 0) for the purpose of determining damage. In addition,\ + \ if the target falls against a hard surface, it can attempt an Acrobatics check (DC = the distance fallen) to attempt to bounce upward;\ + \ success means the creature bounces upward half the distance fallen.

" + 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).

Though\ + \ the feast and all the finery last only 1 hour, creatures that partake remain\ + \ nourished and sated for 24 hours. Though you have little control over the fine\ + \ details of the feast, you can specify what type of dish you want for each course\ + \ and what sorts of beverages are provided. The feast automatically adjusts depending\ + \ on the type of spellcaster you are. For instance, a druid casting this spell typically creates a spread of natural berries, whole\ + \ roasted animals, and sweet (and possibly fermented) nectar for beverages, all on\ + \ rough-hewn wooden plates with chopsticks instead of silverware and sizable leaves\ + \ replacing napkins.

" + 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.

A\ + \ bow spirit\u2018s attacks do not provoke attacks of opportunity.

There\ + \ must be ammunition available for the bow spirit to use, and it expends\ + \ ammunition as if used by you.

A bow spirit occupies your space,\ + \ and moves with you.

It cannot be attacked or harmed by physical attacks,\ + \ but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation\ + \ affects it. A bow spirit\u2018s AC against touch attacks is 10 + your Dexterity modifier.

" + 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\u2019s 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.

A brand of tracking can be hidden by clothing or temporarily\ + \ removed by scraping it away (the latter deals 1d6 points of damage, though the\ + \ brand returns if that damage is healed, or 1 day later otherwise). The effects\ + \ of a brand of tracking continue to function even when hidden or scraped away.\ + \ A brand of tracking cannot be dispelled, but it can be permanently removed by\ + \ any means that removes a mark of justice.

" + 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.

If the spell\ + \ is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level\ + \ or lower.

If the effect comes from a permanent magic item, break enchantment\ + \ does not remove the curse from the item, but it does free the victim from the\ + \ item\u2019s effects.

" + 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).

Unlike other spells that heal damage, breath of life\ + \ can bring recently slain creatures back to life. If cast upon a creature that\ + \ has died within 1 round, apply the healing from this spell to the creature.\ + \ If the healed creature\u2019s hit point total is at a negative amount less than\ + \ its Constitution score, it comes back to life and stabilizes at its new hit point\ + \ total. If the creature\u2019s hit point total is at a negative amount equal\ + \ to or greater than its Constitution score, the creature remains dead. Creatures brought back to\ + \ life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects\ + \ cannot be saved by breath of life.

Like cure spells, breath\ + \ of life deals damage to undead creatures rather than curing them, and cannot\ + \ bring them back to life.

" + 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\u2019s 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.

All attacks directed against + the creature use its adjusted AC + until the start of its next turn, at which time it can choose to modify its AC again + or keep it at its current level. Creatures make this decision without any need + for conscious thought or reflection; even creatures with no Intelligence + score can benefit from this spell, although they always opt for the maximum possible + reduction and bonus, regardless of any tactical advantage they might lose.

+ 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.

You gain\ + \ a +2 circumstance bonus on all Charisma checks and Charisma-based skill checks you attempt when interacting with the target.\ + \ In addition, whenever you fail a Charisma check or Charisma-based skill check when interacting with the target, you can reroll\ + \ the check as an immediate action.

Attempting this reroll grants the target a new saving\ + \ throw to end the spell. The target doesn\u2019t become hostile to you when the\ + \ spell ends, but it does become disillusioned of its new trust in you. Attacking\ + \ the target or taking an obvious hostile action against it automatically ends\ + \ the spell.

If you are using the contacts rules, your trust score with the target increases by 1 for the duration\ + \ of the spell. If you\u2019re using the individual influence system, if the target fails its initial saving throw\ + \ you learn one of its influence skills, strengths, or weaknesses as though you\ + \ had succeeded at a discovery check.

" + 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\u2019\ + s 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).

If the creature is three or more size\ + \ categories larger than you, it\u2019s also staggered.

" + 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\u2014especially of the corrupted life of the Abyss.

Creatures\ + \ (and foliage) in the area take 1d8 points of fire damage per 2 caster levels\ + \ you possess (maximum 7d8) unless they are outsiders with the chaotic and evil subtypes or are otherwise tainted by demons, in which case they instead take 1d6 points of fire damage per caster level (maximum\ + \ 15d6).

This fire damage ignores the fire resistance granted by the demon subtype, but it does not penetrate any other form of fire resistance or immunity.

" + 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.

Each target can attempt a Reflex + saving throw for half damage. The Reflex + DC to halve the damage of the secondary bolts is 2 lower than the DC to halve + the damage of the primary bolt. You may choose secondary targets as you like, + but they must all be within 15 feet of the primary target, and no target can be + struck more than once. You can choose to affect fewer secondary targets than the + maximum.

+ 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.

As a standard action as long as this spell\u2019s effects persist, you may direct\ + \ your burning gaze against a single creature or object within 30 feet of your\ + \ location. Targeted creatures must succeed at a Fortitude save or take 1d6 points of fire damage. Unattended objects do not\ + \ get a save. Creatures damaged by the spell must make a Reflex save or catch fire.

Each round, burning creatures may attempt\ + \ a Reflex save to quench the flames; failure results in another 1d6 points of\ + \ fire damage. Flammable items worn by a creature must also save or take the same\ + \ damage as the creature. If a creature or object is already on fire, it suffers\ + \ no additional effects from burning gaze.

Note that this spell does\ + \ not grant an actual gaze attack- foes and allies are not in danger of catching\ + \ on fire simply by meeting your gaze.

" + 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.

Any + creature in the area of the flames takes 1d4 points of fire damage per caster + level (maximum 5d4).

Flammable materials burn if the flames touch them. + A character can extinguish burning items as a full-round action.

+ 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.

You\ + \ can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow\ + \ whole ability) with the spell. You don\u2019t need to make a touch attack to use burst bonds against a creature, and you can cast\ + \ this spell without making a concentration check while grappled or pinned. The creature does not take damage as above. If you are grappled\ + \ and your target fails its save, you may make an immediate attempt to break the\ + \ grapple\ + \ (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster\ + \ level (maximum +5). If the target creature fails its save and you are restrained\ + \ by an ability that originally allowed a Saving Throw, burst bonds allows\ + \ a new Saving Throw with a +1 luck bonus per two caster levels (maximum +5).

" + 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.

Creatures\ + \ that take penalties in bright light take them while within the 30-foot radius\ + \ of this magical light. A successful Will save halves the damage and negates the light effect.

For every\ + \ 4 character levels you possess, the light continues to fill the creature for\ + \ another round (to a maximum of 5 rounds at 20th level), though the target may\ + \ make a Will\ + \ save each round to halve the damage and end the effect. Any creature adjacent\ + \ to the target that fails its save and takes damage takes half as much damage\ + \ and is blinded for 1 round. A successful Reflex save halves this damage (to a total of one-quarter the damage taken\ + \ by the target) and negates the blindness effect.

" + 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\u2019s duration. If the spell is cast on a building that\ + \ you do not promote immediately thereafter, the spell is expended with no effect.

After\ + \ the initial day of downtime spent promoting your building, the spell maintains\ + \ the influx of activity for a number of days equal to half your caster level (maximum 5 days). During this time, you needn\u2019t spend additional\ + \ downtime to promote the building, but you must spend capital as normal to promote\ + \ the building. The capital the affected building generates for you is unaffected\ + \ by the spell. If you spend 1 day promoting a different building than the target\ + \ of this spell while this spell remains active, the spell immediately ends.

" + 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\u2019s 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.

\n" + 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 \u201C\ + bomb 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\u2019s 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.

Roll 3d8\ + \ and refer to the Eight Basic Energies table.

After rolling, assign each\ + \ die to one of the following.

    \n
  • Energy Type: You gain vulnerability to the energy type that matches the die\u2019s result for the\ + \ duration of the spell. You take half again as much damage (+50%) from that energy\ + \ type, regardless of whether you successfully saved against the damaging spell\ + \ or effect.
  • \n
  • Magic School: For the spell\u2019s duration, you\ + \ cast all spells from the school that matches the die\u2019s result at +1 caster level.
  • \n\ +
  • d20 Roll Type: You receive a +2 luck bonus on the d20 roll that matches the die\u2019s result for the duration\ + \ of the spell.
  • \n

The Path of Numbers

The Path of Numbers\ + \ is a system of numerology that describes eight basic energies. Any of these\ + \ types of energy can interact at any time, producing 64 possible combinations.\ + \ It is believed that those 64 combinations are sufficient to describe the basis\ + \ of every interaction in the cosmos. No matter the plane, creature, or time in\ + \ question, every event in the multiverse is based on one of those 64 templates.\ + \ In short, the Path of Numbers is a periodic table of energetic elements.

\n\n Table: Eight Basic Energies \n\ + \ \n\n\nd8\nEnergy Type\nMagic School\nd20\ + \ Roll\n\n\n\n\n1\nAir\nEnchantment\nWill saves\n\n\n2\nElectricity\nIllusion\nReflex saves\n\n\n3\nFire\nNecromancy\nAttack rolls\n\n\n4\nSonic\nEvocation\nInitiative rolls\n\n\n5\nAcid\nAbjuration\nFortitude saves\n\n\n6\nWater\nTransmutation\nCaster level checks\n\n\n7\nCold\nDivination\nConcentration checks\n\n\n8\nEarth\nConjuration\nCombat Maneuver Checks\n\n\n" + 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.

When the called animal arrives, it approaches to within 5\ + \ feet of you and remains nearby for the duration of the spell.

Its starting\ + \ attitude is indifferent, modified by circumstances and interaction. Other than\ + \ starting attitude, this spell gives you no special influence or ability to communicate\ + \ with the called animal, although you may use other spells or abilities to do\ + \ so.

Once the spell\u2019s duration expires, the animal acts in accordance\ + \ with its attitude. Most animals will likely wander off, but a hostile predatory\ + \ animal may attack, especially if it is hungry or provoked.

Domesticated\ + \ animals or animals trained by someone else, including such creatures as familiars\ + \ or animal companions, are unaffected by call animal.

" + 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.

If the construct + is no longer under your control or destroyed, the spell fails, but you know roughly + where the construct + or its remains are located.

+ 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\u2019\ + s range (measured from your position at the time). Any creature in the target\ + \ square or in the path of the bolt is affected.

You need not call a bolt\ + \ of lightning immediately; other actions, even spellcasting, can be performed\ + \ first. Each round after the first you may use a standard action (concentrating\ + \ on the spell) to call a bolt. You may call a total number of bolts equal to\ + \ your caster level (maximum 10 bolts).

If you are outdoors and in a stormy\ + \ area \u2013 a rain shower, clouds and wind, hot and cloudy conditions, or even\ + \ a tornado (including a whirlwind formed by a djinni or an air elemental of at\ + \ least Large size) \u2013 each bolt deals 3d10 points of electricity damage instead\ + \ of 3d6.

This spell functions indoors or underground but not underwater.

\n

Call Lightning Storm

\n\ +

School evocation\ + \ [electricity]; Level druid 5

\n

CASTING

\n

Range long (400\ + \ ft. + 40 ft./level)

\n

DESCRIPTION

\n

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.

\n" + 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.

Unwilling spirits can resist the summons by succeeding\ + \ at a Will\ + \ save. If the chosen spirit resists your call, another spirit with malevolent\ + \ intent almost always takes its place, intent on deceiving you. The difficulty\ + \ of the save depends on how well you know the subject and what sort of physical\ + \ connection (if any) you have to the creature whose spirit you wish to call.

\n\n\nKnowledge\n\ + Will Save Modifier\n\n\n\n\nName only\u2020\n+15\n\n\ + \nSecondhand (you have heard of the subject)\n+10\n\n\nFirsthand (you met\ + \ the subject in life)\n+5\n\n\nFamiliar (you knew the subject well)\n+0\n\ + \n\n

\u2020 You must have at\ + \ least a name the creature was called in life.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\n
ConnectionWill\ + \ Save Modifier
Likeness\ + \ or picture\u20132
Possession or garment\u20134
Body part, lock of hair, nail clipping, etc.\u201310
Different alignment+4

A successfully called\ + \ spirit manifests as a wispy, vaporous form that vaguely resembles the form the\ + \ deceased creature had in life. The spirit has the physical attributes of an\ + \ unseen servant and is capable of minor physical manipulations,\ + \ with the ability to speak in quiet, ghostly whispers in whatever languages the\ + \ creature knew while it was alive. The spirit isn\u2019t an undead creature, and isn\u2019t beholden to its caller.

Whether you\ + \ summoned the chosen spirit or a deceitful replacement, the spirit can refuse\ + \ to answer your questions or attempt to deceive you using Bluff, though in either case these spirits can speak about only what they\ + \ knew in life and have no knowledge of events that occurred after their deaths.

Malevolent\ + \ spirits might take advantage of their limited physical abilities to cause terrifying\ + \ spectacles designed to scare the caster.

You must concentrate on maintaining\ + \ the spell (as a standard action) in order to ask questions at the rate of one per round.\ + \ You can ask a total of one question per caster level; The spirit answers each during the same round. When the spell\ + \ ends, the spirit\u2019s ectoplasmic form fades and the soul returns to its rest.\ + \ This spell can\u2019t call the spirits of creatures that are currently undead.

" + 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.

If the ally targeted for this spell is unwilling to give up\ + \ her weapon, the spell fails. An unconscious or dying ally is considered a \u201Cwilling\u201D target so long as the weapon\ + \ to be called is still in contact with the ally\u2019s body.

" + 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.

Casting this spell requires a week-long ritual involving\ + \ the sacrifice of one or more sentient humanoid creatures that between them possess a total of at least 15 Hit\ + \ Dice. You may not eat, sleep, or cast any other spells for the duration\ + \ of this ritual. After the third day of the ritual, you must succeed at a Constitution check on each remaining day of the ritual (DC 10 + 1 for each\ + \ previous check) or take 1d6 points of nonlethal damage from hunger. At the end of the ritual, you gain the exhausted\ + \ condition from lack of sleep.

Upon completion of the ritual, the ground\ + \ rumbles in a 100-foot radius centered on you. This effect lasts for 1 round.\ + \ Any creature on the ground in this area that attempts to cast a spell during\ + \ this round must succeed at a concentration check (DC 20 + spell level) or lose the spell. Any creature\ + \ on the ground in the area that attempts to attack or move during this round\ + \ must succeed at a DC 15 Reflex save at the beginning of its turn or fall prone.

At the beginning of your next turn, a massive fissure full of\ + \ dark fire and shrieking cries appears at a point you designate within the spell\u2019\ + s range, and a godspawn emerges.

This creature takes the form of a thunder\ + \ behemoth with the advanced and entropic simple templates. Unlike with summon monster or similar spells, the caster has no control whatsoever over\ + \ the called creature. The spawn immediately heads in a random direction or toward\ + \ an obvious target such as a population center, destroying anything in its path,\ + \ yourself and your allies included.

Any creature may attempt to control\ + \ the called godspawn via spells like dominate monster or binding.

However, if such an attempt fails, it draws the godspawn\u2019\ + s attention, and the monster immediately tries to destroy the creature that attempted\ + \ to control it. Because the godspawn are all magical beasts native to the Material Plane, spells such as banishment or dismissal have no effect on the called spawn.

Mythic: When casting this spell, you can specify a particular godspawn\ + \ to call in place of the nameless behemoth spawned by the non-mythic version of this spell. In order to do so, you must expend one\ + \ use of mythic power plus three additional uses of mythic power per point of Challenge Rating the specified godspawn represents\ + \ above CR 20. These must be expended on the final day of the week-long ritual\ + \ to cast the spell.

" + 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.

Creatures adjacent to you when this spell is cast + and at the start of your turn take 2d6 points of damage. In addition, creatures + affected by your aura are fatigued, + cannot breathe, and cannot speak or cast spells with verbal components. + Creatures adjacent to you are allowed a Reflex + save to halve the damage and negate the fatigue + effect, but cannot breathe or speak regardless of whether their save is successful + as long as they are adjacent to you.

+ 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\u2019s 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.

The affected creatures + remain where they are and do not attack or flee. They are not helpless + and defend themselves normally if attacked. Any threat breaks the spell on the + threatened creatures.

+ 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.

This spell automatically suppresses\ + \ (but does not dispel) any morale bonuses granted by spells such as bless,\ + \ good hope, and rage, and also negates a bard\u2019s ability to inspire courage or a\ + \ barbarian\u2019s rage ability. It also suppresses any fear effects and removes\ + \ the confused condition from all targets. While the spell lasts, a suppressed\ + \ spell, condition, or effect has no effect. When the calm emotions spell\ + \ ends, the original spell or effect takes hold of the creature again, provided\ + \ that its duration has not expired in the meantime.

" + 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.

Haunts do not receive a saving throw against the spell, but the caster must\ + \ succeed at a caster\ + \ level check whose difficulty is equal to at least 10 + the haunt\u2019s CR in order to temporarily calm the angry entity. The spell\u2019\ + s duration changes to concentration (up to 1 round/level) when affecting a haunt.

" + 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.

The barrier blocks line of sight, granting\ + \ creatures on either side of the barrier total concealment from creatures on the other side. Any object or creature passing\ + \ through the barrier from outside takes 1d6 points of fire damage and is also\ + \ outlined with light equivalent to that of a torch, for 1d6 minutes. Creatures\ + \ outlined in this way are plainly visible regardless of the light conditions\ + \ and do not benefit from any sort of concealment, magical or otherwise. The light is not bright enough to have\ + \ any special effect on undead or creatures vulnerable to light.

Creatures\ + \ inside the barrier can leave without penalty, but if they try to return they\ + \ suffer the same consequences as anyone else. If the fire source at the barrier\u2019\ + s center is extinguished or moved, the spell ends.

" + 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.

The mummy is not under your control, but the canopic + jars give the bearer certain powers over it. Anyone holding one of the jars can + communicate with the mummy as if they share a common language. The bearer gains + the benefits of protection from evil and sanctuary, but only against that mummy. +

Unsealing or breaking a jar is a standard action, which dissipates its + power (and protection) but lets the bearer issue a short command to the mummy, + similar to a suggestion spell (Will + DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual + to control the mummy with an effect similar to geas (Will + DC 23 negates); most casters typically include a restriction that the mummy will + not harm them, as unsealing the jars leaves them vulnerable.

+ 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\u2019s 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.

The organ\ + \ cannot engage in combat or execute any other task aside from leading you to\ + \ its intended target. It may pass through small slits and crevices, though it\ + \ will not leave your range of vision. The organ cannot travel more than 5 miles\ + \ from the spot where you cast the spell. If the undead creature to which the organ belonged is destroyed, 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.

An intelligent animal + or magical + beast must be a willing subject in order for this spell to take effect. Any + items that the creature wears (such as a harness or saddle) or carries (such as + those stowed in saddlebags) are transformed along with the creature.

While + miniaturized, the creature is under an effect similar to that of a flesh to stone spell: It is mindless and inert, + and does not seem alive when viewed with spells like deathwatch. + However, you may return the creature to its normal form at any time simply by + placing the figurine on the ground, touching it, and uttering a word of command. + Otherwise, the creature remains in miniature form unless the spell is broken, + such as by dispel + magic or stronger magic. Unlike a flesh to stone spell, a creature affected by carry + companion is unaffected by stone to flesh. If the miniature figurine is broken + or damaged, the creature (if returned to its original state) has similar damage + or deformities.

' + 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.

Until the spell ends, the target counts as if it\ + \ were dead for the purpose of resolving any effects that target or affect only\ + \ living creatures, but it doesn\u2019t count as undead. The subject is helpless, and can still be killed normally.

Any effect that would bring\ + \ the creature back to life or animate it as an undead fails, but ends the catatonia.

The target can be affected by\ + \ spells that affect only objects, including animate objects (if the creature is Small)\ + \ and teleport object. However, anything that would\ + \ cause the body to change form (such as shrink item) fails and ends the catatonia.\ + \ This doesn\u2019t prevent the effects of spells that simply deal damage or otherwise\ + \ destroy objects.

" + 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.

Any time you take + piercing or slashing damage, a spray of acidic blood spurts from your body in + the direction of the opponent who inflicted the wound, dealing 1d6 points of acid + damage per caster level + (maximum 15d6, Reflex + half). This spurt travels in a 10-foot line, damaging the first creature or object + it touches, with no splash + damage. After it contacts a creature or object, your acidic blood continues to + burn that creature for 1 round, dealing 1d6 points of acid + damage per 2 caster levels (maximum 7d6). A second successful Reflex + save negates this additional damage.

+ 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).

Each time the spell discharges, the number of damage\ + \ dice it deals is halved (rounded down); when the spell\u2019s damage dice reach\ + \ 0, the spell ends. While casting this spell, you can touch up to one creature\ + \ per 4 caster levels, which allows them to handle the warded object without triggering\ + \ this spell.

" + 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\u2019s 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 \u201C\ + bite\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.

Stalactites:\ + \ Shards of rock drop from the ceiling, dealing 3d8 points of bludgeoning and\ + \ piercing damage (Reflex half) and creating an area of dense rubble that costs 2 squares of\ + \ movement to enter. Dense rubble adds 5 to the DC of Acrobatics checks and adds 2 to the DCs of Stealth checks. A creature that fails its Reflex save is pinned to the ground under stalactites and rubble, gaining the entangled\ + \ condition until it can free itself with a successful DC 15 Strength check or DC 20 Escape Artist check. One Small or larger creature can automatically clear\ + \ the rubble by working for 1 minute.

Stalagmites: Piercing spires of rock\ + \ erupt up from the ground, dealing 3d8 points of piercing damage and knocking\ + \ the creature prone (a creature that succeeds at a Reflex saving throw takes half damage and avoids being knocked prone). Once\ + \ the stalagmites appear, they function thereafter as spike stones for\ + \ 1 minute per caster\ + \ level and then crumble to dust.

If cave fangs is cast inside of a\ + \ cave or cavern, each effect of the spell deals 4d8 points of damage instead\ + \ of 3d8, and creatures that trigger the cave fangs take a \u20132 penalty on\ + \ their saving throws against the spell\u2019s effect.

" + 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.

Creatures under the effects of this spell often take on + a celestial appearance, such as golden feathers or a radiant aura, but they are + not truly celestial + creatures.

+ 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\u2019s alignment. If the target has its own evil aura, this is not suppressed by\ + \ celestial healing, and can also be detected normally.

\n" + 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\u2014\ + a 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.

If you are using\ + \ the downtime system you may use additional resources to augment the effect of\ + \ a particular ceremony. You may spend 10 Goods, Labor, or Influence or 2 Magic\ + \ to create a larger ceremony and grant an additional boon that lasts for 1 day\ + \ per caster level\ + \ (up to a maximum of 5 days). The type of capital spent should reflect the preparation\ + \ required for the specific ceremony. Augmented boons affect the creatures touched\ + \ as well as a number of intelligent, properly aligned creatures within medium\ + \ range equal to your caster level (up to a maximum of 10 creatures), granting all subjects the\ + \ benefits of the original boon as well as the benefits of an augmented boon,\ + \ representing the divine gifts granted to these witnesses by your god.

Unless\ + \ otherwise stated, use-activated abilities are supernatural abilities and abilities that emulate the effects of a spell\ + \ are spell-like abilities; in either case, abilities granted by a boon are generally\ + \ usable only once or until the duration of the spell ends, whichever comes first.\ + \ Spell-like abilities are cast at a creature\u2019s highest caster level gained, or, if the creature has no caster level,; CL 1st. Constant or passive effects and bonuses granted\ + \ by this spell can be dispelled as normal, using your caster level to do so.

    \n
  • Funeral: A funeral service must\ + \ involve a corpse and at least one willing companion or next of kin. The subject\ + \ gains a +2 sacred bonus against death effects.
  • \n
  • Holiday Fete: A holiday\ + \ fete may involve up to two willing creatures. The subject gains a +1 sacred\ + \ bonus on Fortitude saves.
  • \n
  • Marriage: A marriage must involve two willing\ + \ creatures. The subject gains a +1 sacred bonus on saves against fear and emotion effects.
  • \n
  • Naming:\ + \ A naming must involve a willing parent or parents and a newborn (who is touched\ + \ but unaffected). The subject can use sanctuary once.
  • \n

The augmented\ + \ versions of these four ceremonies are identical, granting the subject a +2 sacred bonus on all saving throws.

In addition to these four ceremonies,\ + \ each cleric\ + \ gains two more ceremonies according to her domain. The names of domain ceremonies\ + \ and their relevant boons are listed below. Unless otherwise noted, each of the\ + \ following ceremonies requires at least two willing subjects.

Air:\ + \ Celebration of Storms. The subject can use feather fall once.

Augmented: The\ + \ subject gains a +4 sacred bonus on saves against effects with the air descriptor.

Animal: Ritual of Beasts. The subject can use\ + \ speak with animals once (this effect lasts\ + \ 3 rounds).

Augmented: The subject can\ + \ use charm animal once.

Artifice:\ + \ Apparatus\u2019s Observance. The subject can heal a construct creature with a touch, healing 1d3 points of damage.

Augmented: The subject can heal a construct creature 1d6 points of damage.

Chaos: Anarchic Revelry.\ + \ The subject can force a lawful-aligned foe within 30 feet to roll an attack roll\ + \ twice and take the less favorable result. This ability must be announced before\ + \ the first attack roll is made.

Augmented:\ + \ The first time the subject deals damage to a foe with a melee attack, the attack\ + \ is treated as chaotic for the purpose of overcoming DR.

Charm: Jubilee of Delight. The subject gains a +2 sacred\ + \ bonus on his next Bluff,\ + \ Diplomacy, or Intimidate check.

Augmented: The subject gains a +2 sacred bonus on saving throws against charm and compulsion effects.

Community: Celebration of Bonding.\ + \ As a standard action, the subject can heal a touched creature 1d6 points of nonlethal damage.

Augmented: The\ + \ subject is cured of the fatigued, shaken, and sickened conditions.

Darkness: Glorify Shadows. The subject\ + \ gains darkvision to a range of 30 feet (or increases current range of darkvision\ + \ by 10 feet).

Augmented: The subject\ + \ increases range of darkvision by 30 feet.

Death: Dance of the Dead. The subject\ + \ can use bleed up to three times.

Augmented: The subject can use cause fear once.

Destruction:\ + \ Day of Dismantling. The subject gains a +1 sacred bonus on attacks and damage rolls against inanimate objects.

Augmented: The bonus becomes +2.

Earth:\ + \ Festival of Soil. The subject can cast plant growth (enrichment) once.

Augmented: The subject gains a +4 sacred bonus on saves against effects with the earth descriptor.

Evil: Unholy Gala. The subject can cause a\ + \ good-aligned foe to become sickened for 1 round as a melee touch attack.

Augmented: This boon\ + \ can be used three times.

Fire: Fire Calling. Non-magical fires\ + \ the subject makes cannot be extinguished by non-magical means, though spells\ + \ and other magical effects function as normal.

Augmented: The subject gains a +4 sacred bonus on saves against effects with the fire descriptor.

Glory: Resplendent Feast. The subject receives\ + \ a +2 bonus on a single Charisma-based skill check.

Augmented:\ + \ This boon can be used three times.

Good: Festival of Benevolence.\ + \ The subject gains a +1 sacred bonus on melee attacks and melee damage rolls against evil-aligned\ + \ foes.

Augmented: The bonus becomes\ + \ +2.

Healing: Touch of Assuagement. The subject can heal a dying creature\ + \ 1d4 hit points as a standard action.

Augmented: This\ + \ boon can be used three times.

Knowledge: Liturgy of Learning. The\ + \ subject can attempt any Knowledge skill check untrained.

Augmented:\ + \ This boon can be used three times.

Law: Observance of Order. The\ + \ subject gains a +5 sacred bonus on the next combat maneuver check she makes against a chaotic-aligned foe.

Augmented: The subject gains a +2 sacred bonus to CMD against chaotic-aligned foes.

Liberation: Freedom Festival.\ + \ The subject can use remove fear once.

Augmented: The subject gains a +2 sacred bonus to CMD.

Luck: Fete of Fortune. The next time the subject rolls\ + \ a d20, he may roll twice and take the more favorable result.

Augmented: The subject may use this ability on any\ + \ single d20 roll, not just the next one.

Madness: Rite of Insanity.\ + \ The subject can, as a melee touch attack, cause a foe to become confused for 1d4 rounds (DC 13 Will negates).

Augmented: This boon\ + \ can be used twice.

Magic: Arcane Obeisance. The subject gains a\ + \ +2 sacred bonus on Spellcraft\ + \ checks made while researching a spell or crafting a magic item.

Augmented: The subject gains a +2 sacred bonus on Knowledge\ + \ (arcana) or (religion) checks made while researching a spell.

Nobility:\ + \ Knighting Ceremony. The subject receives a +1 sacred bonus on attack and damage rolls with one weapon of her choice.

Augmented: The bonus becomes +2.

Plant:\ + \ Harvest Festival. The subject can use speak with plants once, but the duration is\ + \ 1 minute.

Augmented: This boon can\ + \ be used three times.

Protection: Ceremony of Sanctuary. The subject\ + \ can use sanctuary once.

Augmented: The subject gains a +2 sacred bonus to AC.

Repose: Spirit Ward. The subject can attempt\ + \ a melee touch attack against a flat-footed foe to put him to sleep for 1d4 rounds.

Augmented: This boon can be used three times.

Rune:\ + \ Ancestral Observance. The subject gains a +2 sacred bonus on saves against language-dependent effects.

Augmented:\ + \ The subject gains a +2 sacred bonus on Linguistics\ + \ checks.

Scalykind: Song of Serpents. The subject gains a +2 sacred bonus on saves against gaze attacks.

Augmented: The subject\ + \ gains a +4 sacred bonus to AC against the distraction attack of swarms.

Strength: Ritual of Might. The subject gains a +1 sacred bonus on Strength-based skill checks and Strength checks.

Augmented: The\ + \ bonus becomes +2.

Sun: Solstice Celebration. The illumination radius\ + \ of any torch or other mundane light source held by the subject increases by\ + \ 10 feet.

Augmented: The subject gains\ + \ a +4 sacred bonus against effects with the light descriptor.

Travel: Festival of Journeys. The subject\ + \ can choose to ignore the effects of difficult terrain for 1 round.

Augmented: This boon may be used three times.

Trickery:\ + \ Communion of Liars. The subject gains a +2 sacred bonus to AC the first time he is attacked while flanked.

Augmented: This boon functions\ + \ the first three times the subject is attacked while flanked.

Void: Celestial Observance. The subject knows the direction\ + \ of north from her current position for the duration of this spell.

Augmented: The subject is immune to confusion effects.

War:\ + \ Call to Battle. The subject gains a +1 sacred bonus on attack rolls.

Augmented: The subject\ + \ gains a +1 sacred bonus on damage rolls.

Water: Water Blessing. The subject\ + \ can use water breathing.

Augmented: The subject gains a +4 sacred bonus on saves against effects with the water descriptor.

Weather:\ + \ Song of the Tempest. The subject can call one 10-foot-by-10-foot rain cloud\ + \ in an area within 30 feet, requiring creatures in the affected area attempting\ + \ to cast spells to first succeed at DC 13 concentration checks for 1 round.

Augmented:\ + \ The DC is 15 for 3 rounds.

" + 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.

The bolt deals + 1d6 points of electricity damage per caster level (maximum 20d6) to the primary + target. After it strikes, lightning can arc to a number of secondary targets equal + to your caster level (maximum 20). The secondary bolts each strike one target + and deal as much damage as the primary bolt.

Each target can attempt a Reflex saving + throw for half damage. The Reflex DC to halve the damage of the secondary bolts + is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary + targets as you like, but they must all be within 30 feet of the primary target, + and no target can be struck more than once. You can choose to affect fewer secondary + targets than the maximum.

' + 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).

The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers no penalty or miss chance due to darkness, invisibility, or other forms of concealment.

As\ + \ a move action, you can move the chain up to 30 feet. If the chain goes beyond\ + \ the spell\u2019s range or out of your sight, it returns to you.

If a creature\ + \ that the chain attacks has spell resistance, you must make a caster level check (1d20 + caster level) against that spell resistance the first time the chain performs a successful maneuver\ + \ against that creature. If the chain is successfully resisted, the spell is dispelled.\ + \ If not, the weapon has its normal full effect on that creature for the duration\ + \ of the spell.

\n

Editor\u2019s Note

\n
\n

The following is NOT errata, NOR an official FAQ. It is merely\ + \ a post to the Paizo boards by this spell\u2019s original designer meant to clarify\ + \ his intent and concept when creating this spell. This information is presented\ + \ merely to help understand how the designer intended it to work. As usual, how\ + \ it ACTUALLY works is up to the GM.

\n

\u201CActually, the basis of this\ + \ spell is grasping hand, and since that is based upon interposing hand you\u2019\ + re going to see a lot of the same language used from that spell as well.

\n\ +

So, it is an auto-attacker, like grasping hand; but what the spell doesn\u2019\ + t say (and perhaps it should) is that designating a new target is a move action.\ + \ The language concerning moving it within the 30-ft. range was added in editorial\ + \ review.

\n

The intent is the chain does one of the listed combat maneuvers\ + \ once per round.

\n

FYI: This was ultimately inspired by Marvel\u2019\ + s Ghost Rider, and a little bit of The Christmas Carol (i.e. Jacob Marley). As\ + \ a force construct, it\u2019s a way to drag around ghosts, shadows, spectres\ + \ and the like. Of course, it has more applications than just that, but that\u2019\ + s where the name comes from.\u201D

\n

[Source]

\n
\n
" + 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.

The\ + \ two creatures must be willing in order for the spell to work.

After you\ + \ cast this spell, any creature attempting to aid or hinder either of the two\ + \ targets in any way must succeed at a Will save or lose its action instead (spell resistance applies). A creature\ + \ that fails its Will save against champion\u2019s bout cannot attempt to interfere\ + \ again. If a creature successfully interferes with the bout, the spell ends immediately.

" + 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.

The\ + \ next spell the target casts of 3rd level or lower does not expend a spell slot;\ + \ in effect, you are using your spell slot to power the target\u2019s spell. The\ + \ target must start casting this spell before your next turn, and the spell cannot\ + \ have a casting time\ + \ longer than 1 full round. Your alignment, prohibited wizard school, and other restrictions on your own spellcasting do not affect\ + \ the target, nor do you suffer any backlash from the target\u2019s choice of\ + \ spell.

If you target yourself with this spell, you may spontaneously cast\ + \ any prepared spell of 3rd level or lower without expending its spell slot on\ + \ your next turn (this aspect of the spell has no effect if you are a spontaneous\ + \ caster). The spell that\u2019s cast after channel the gift cannot have a casting time longer than 1 full round.

" + 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.

The spell deals + 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or + 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and + slows them for 1d6 rounds (see the slow + spell). A successful Will + save reduces the damage by half and negates the slow + effect.

The spell deals only half damage against creatures who are neither + lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage + by half again (down to one-quarter) with a successful Will + save.

+ 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.

An affected creature practices nonviolent\ + \ combat behaviors according to the following list of priorities, beginning with\ + \ the first priority. The subject continues to perform a priority until he can\ + \ no longer fulfill its demands (at which point he moves to the next priority)\ + \ or until the spell ends, whichever comes first.

    \n
  • 1st Priority:\ + \ Heal injured creatures within 30 feet, beginning with the closest creatures\ + \ and using whatever methods the subject has at hand (including potions, spells, and\ + \ so on).
  • \n
  • 2nd Priority: The subject gives his weapon away to\ + \ the nearest creature within 30 feet who will accept it. If no creature accepts\ + \ the weapon, the subject drops the weapon on the ground.
  • \n
  • 3rd Priority:\ + \ Cast beneficial spells and/or use beneficial magic items (including potions, wands,\ + \ and so on) on creatures within 30 feet, starting with the closest creatures.
  • \n\ +
  • 4th Priority: The subject gives away his non-worn possessions\u2014\ + the contents of a backpack or similar item count as one item each, as does the\ + \ container itself\u2014to creatures within 30 feet. If no creature accepts the\ + \ items, the subject drops the items on the ground.
  • \n
  • 5th Priority:\ + \ The subject gives away his remaining possessions (including his armor, boots,\ + \ cloak, and so on) to creatures within 30 feet. If no creature accepts the items,\ + \ the subject drops them on the ground.
  • \n

If the subject fulfills\ + \ all five priorities, the spell effect ends.

The subject cannot attack\ + \ or take attacks of opportunity, but can defend himself as normal. If the subject\ + \ is attacked, the spell\u2019s effect immediately ends.

" + 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.

\n

Editor\u2019s Note

\n\ +
\n

Charm person makes\ + \ a humanoid \u201Cfriendly\u201D to you, as per the rules found in the\ + \ Diplomacy skill, but\ + \ it also allows you to issue orders to the target, making an opposed Charisma check to convince the target to do something that it would not normally\ + \ do. How does that work?

\n

The charm animal spell (and charm\ + \ person / charm monster spells by extension) makes the target your friend. It\ + \ will treat you kindly (although maybe not your allies) and will generally help\ + \ you as long as your interests align. This is mostly in the purview of the GM.\ + \ If you ask the creature to do something that it would not normally do (in relation\ + \ to your friendship), that is when the opposed Charisma check comes into play. For example, if you use charm person\ + \ to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid\ + \ on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till\ + \ a field, however, you might need to make that check to convince him to do it.

\n\ +

[Source]

\n
\n
" + 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.

The spell does not enable you to control the\ + \ charmed person as if it were an automaton, but it perceives your words and actions\ + \ in the most favorable way. You can try to give the subject orders, but you must\ + \ win an opposed Charisma check to convince it to do anything it wouldn\u2019\ + t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal\ + \ or obviously harmful orders, but it might be convinced that something very dangerous\ + \ is worth doing. Any act by you or your apparent allies that threatens the charmed\ + \ person breaks the spell. You must speak the person\u2019s language to communicate\ + \ your commands, or else be good at pantomiming.

\n" + 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.

The room itself is covered in a layer\ + \ of slippery, semi-real gore.

Any creature attempting to walk within or\ + \ through the area of gore can move at half normal speed with a DC 10 Acrobatics check.

Failure\ + \ means it can\u2019t move that round, and failure by 5 or more means it falls\ + \ prone\ + \ (see the Acrobatics\ + \ skill for details). Creatures that don\u2019t move on their turns don\u2019\ + t need to attempt this check and are not considered flat-footed. A creature that succeeded at its Will save gains a +5 bonus on the Acrobatics check.

" + 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.

If you take a charge or run action before + the end of your turn, you can move a total distance of up to 10 times your base + land speed. This adjustment is an enhancement + bonus. There is no effect on other modes of movement, such as burrow, + climb, fly, or swim. As with other effects that increase your speed, this spell + affects your jumping distance.

+ 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.

It has the\ + \ following effects:

    \n
  • Unattended, non-magical metal gets no saving\ + \ throw.
  • \n
  • Magical metal is allowed a saving throw against the spell.
  • \n\ +
  • An item in a creature\u2019s possession (not an \u201Cunattended\u201D) uses\ + \ the creature\u2019s saving throw bonus unless its own is higher.
  • \n

A\ + \ creature takes cold damage if its equipment is chilled. It takes full damage\ + \ if its armor, shield, or weapon is affected. The creature takes minimum damage\ + \ (1 point or 2 points; see the table) if it\u2019s not wearing or wielding such\ + \ an item.

On the first round of the spell, the metal becomes chilly and\ + \ uncomfortable to touch but deals no damage. The same effect also occurs on the\ + \ last round of the spell\u2019s duration. During the second (and also the next-to-last)\ + \ round, icy coldness causes pain and damage. In the third, fourth, and fifth\ + \ rounds, the metal is freezing cold, and causes more damage, as shown on the\ + \ table below.

Any heat intense enough to damage the creature negates cold\ + \ damage from the spell (and vice versa) on a point-for-point basis. Underwater,\ + \ chill metal deals no damage, but ice immediately forms around the affected\ + \ metal, making it float if unattended.

Chill metal counters and\ + \ dispels heat metal.

\n\n\n\n\ + \n\n\n\ + \n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n
Table:\ + \ Chill Metal Damage
RoundMetal TemperatureDamage
1ColdNone
2Icy1d4
3-5Freezing2d4
6Icy1d4
7ColdNone

\_

" + 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.

An + undead creature you touch takes no damage of either sort, but it must make a successful + Will saving + throw or flee as if panicked + for 1d4 rounds + 1 round per caster 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.

Claim identity\ + \ prevents any other polymorph effects from restoring the target\u2019\ + s true face for the spell\u2019s duration, though the target can still assume\ + \ other forms or faces via magic or any natural shapechanging ability.

\n" + 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.

If + the clashing rocks miss the target, the target still takes 10d6 points + of bludgeoning damage from falling rocks and is knocked prone. + A successful Reflex + save reduces this damage to half and the target remains standing. Creatures other + than the target that occupy the spaces where the clashing rocks appear + or within their path (30 feet wide, 30 feet high, and up to 60 feet long) must + also make Reflex + saves or take 10d6 points of bludgeoning damage and be knocked prone + (save for half and remain standing). A creature can only take damage once from + the clashing rocks, no matter how many times the clashing rocks + pass over a target creature.

+ 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.

This + spell cures 4d8 points of damage + 1 point per caster + level (maximum +25) and ends any and all of the following adverse conditions + affecting you:

ability damage, blinded, + confused, + dazzled, + deafened, + diseased, exhausted, + fatigued, + nauseated, + poisoned, and sickened.

In + addition, cleanse functions as break + enchantment upon a single additional effect of your choice that is affecting + you and that can be legally affected by this effect.

If used by undead or + other creatures healed by negative energy, the spell cleanses with negative + energy rather than positive.

+ 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.

The + ring of flames attempts to dispel all ongoing spell effects with the evil + descriptor within it, targeting each spell effect once per round as per dispel + magic. Any attempt to cast a spell with the evil + descriptor inside the ring of flames is targeted by a dispel + magic affect that attempts to counterspell + the evil spell.

+ 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\u2019\ + s 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).

This\ + \ spell doesn\u2019t affect creatures of the plant type. The spell can affect vegetation altered with spells of equal\ + \ or lower level (such as entangle or spike growth). When the spell ends, the trees and undergrowth move back to\ + \ their original places unless they\u2019re destroyed or somehow restrained (the\ + \ amount of time this takes is subject to 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.

The hand\ + \ attacks once per round, and its attack bonus equals your caster level + your\ + \ Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively) + 11\ + \ for the hand\u2019s Strength score (33), -1 for being Large. The hand deals 1d8+11 points of\ + \ damage on each attack, and any creature struck must make a Fortitude save (against this spell\u2019s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.

The\ + \ clenched fist can also interpose itself as interposing hand\ + \ does, or it can bull rush an opponent as forceful hand does. Its CMB for bull rush checks uses your caster level in place of its base attack bonus,\ + \ with a +11 bonus for its Strength score and a +1 bonus for being Large.

" + 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.

You\ + \ can apply this bonus to a number of rolls equal to the number of dice in the\ + \ group. If cleromancy expires before you are able to allocate the total\ + \ number of allotted bonuses, the remaining bonuses are lost.

\n

The Path of Numbers\n

\n

The\ + \ Path of Numbers is a system of numerology that describes eight basic energies.\ + \ Any of these types of energy can interact at any time, producing 64 possible\ + \ combinations. It is believed that those 64 combinations are sufficient to describe\ + \ the basis of every interaction in the cosmos. No matter the plane, creature,\ + \ or time in question, every event in the multiverse is based on one of those\ + \ 64 templates. In short, the Path of Numbers is a periodic table of energetic\ + \ elements.

\n
" + 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).

If the ground is capable of supporting plant life, the beanstalk + continues to live as a normal plant, and it produces nutritious (if unappetizing) + beans. Otherwise, the plant + dies after 1d6 hours; its husk remains as durable as a small tree.

+ 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.

    + +
  • First, each warded creature gains a +4 deflection bonus to AC + and a +4 resistance bonus on saves. Unlike protection + from law, the benefit of this spell applies against all attacks, not just + against attacks by lawful creatures.
  • + +
  • Second, each warded creature gains spell + resistance 25 against lawful spells and spells cast by lawful creatures.
  • + +
  • Third, the abjuration protects from possession and mental influence, just + as protection + from law does.
  • + +
  • Finally, if a lawful creature succeeds on a melee attack against a warded + creature, the offending attacker is confused + for 1 round (Will + save negates, as with the confusion + spell, but against the save DC of cloak of chaos).
  • + +
' + 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.

Creatures with the scent + special quality have a -4 penalty on their saves.

+ 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.

Any\ + \ creature listening to the conversation for at least 1 round can attempt a DC\ + \ 15 Sense Motive\ + \ check to realize that the apparent conversation doesn\u2019t actually make any\ + \ sense. The bubble also obscures the verbal components of spells cast within the area so it\u2019s impossible to identify\ + \ spells by their verbal components alone, and anyone outside the bubble attempting a Spellcraft check to identify a spell cast within the bubble takes a \u20135 penalty on the check.\ + \ Furthermore, the bubble renders any language-dependent spells and effects used within the bubble ineffective\ + \ against creatures outside the area.

" + 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.

When you are in dim light\ + \ or darkness, the first two benefits increase against foes that don\u2019t have\ + \ darkvision or the see in darkness ability. Such creatures suffer a 50% miss chance (though\ + \ you don\u2019t gain total concealment) and your competence bonus on Stealth\ + \ checks increases to +10 with respect to such creatures.

" + 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.

The subject is never checked or blown away by strong winds of + windstorm or lesser strength (whether natural or magically created), and ranged + attack rolls against the subject take a -4 penalty. Tiny or smaller creatures + must succeed at a Fortitude + save to successfully touch or attack the subject in melee. Failure knocks the + attacker prone + and pushes it 5 feet away from the subject per level of the caster. This movement + can pass through the squares of other creatures without affecting them and does + not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal + damage, plus 1d6 if the creature strikes a solid object that blocks its movement.

+ 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\u2019\ + s 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.

To\ + \ create the duplicate, you must have a piece of flesh (not hair, nails, scales,\ + \ or the like) with a volume of at least 1 cubic inch that was taken from the\ + \ original creature\u2019s living body. The piece of flesh need not be fresh,\ + \ but it must be kept from rotting. Once the spell is cast, the duplicate must\ + \ be grown in a laboratory for 2d4 months.

When the clone is completed,\ + \ the original\u2019s soul enters it immediately, if that creature is already\ + \ dead. The clone is physically identical to the original and possesses the same\ + \ personality and memories as the original. In other respects, treat the clone\ + \ as if it were the original character raised from the dead, including its gaining\ + \ of two permanent negative levels, just as if it had been hit by an energy-draining creature.\ + \ If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can\u2019t be cloned). If the original creature gained\ + \ permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.

The spell duplicates only the original\u2019\ + s body and mind, not its equipment. A duplicate can be grown while the original\ + \ still lives, or when the original soul is unavailable, but the resulting body\ + \ is merely a soulless bit of inert flesh which rots if not preserved.

" + 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.

Cloud + of seasickness can be made permanent with a permanency + spell (requiring a 9th-level caster and costing 2,500 gp). A permanent cloud of + seasickness dispersed by wind reforms in 10 minutes.

+ 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).

A\ + \ living creature with 6 or more HD takes 1d4 points of Constitution damage on\ + \ your turn each round while in the cloud (a successful Fortitude save halves\ + \ this damage). Holding one\u2019s breath doesn\u2019t help, but creatures immune\ + \ to poison are unaffected by the spell.

Unlike a fog cloud, the\ + \ cloudkill moves away from you at 10 feet per round, rolling along the\ + \ surface of the ground.

Figure out the cloud\u2019s new spread each round\ + \ based on its new point of origin, which is 10 feet farther away from the point\ + \ of origin where you cast the spell.

Because the vapors are heavier than\ + \ air, they sink to the lowest level of the land, even pouring down den or sinkhole\ + \ openings. It cannot penetrate liquids, nor can it be cast underwater.

" + 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.

Anyone using codespeak can read and write in this new\ + \ language as well. Once the spell expires, however, any coded writing suddenly\ + \ appears as gibberish. If the exact same group of individuals become the targets\ + \ of a codespeak spell again, cast by the same caster, they can once again\ + \ read any coded writings. A dedicated codebreaker can crack such writing\u2019\ + s code, deciphering it one page at a time with a series of DC 30 Linguistics checks.

Comprehend languages doesn\u2019t enable a\ + \ caster to understand the language of another\u2019s codespeak spell,\ + \ but it does reveal that the targets are speaking a magical language. Tongues translates codespeak normally.

" + 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.

As usual\ + \ with thought components, this addition increases the DC of any concentration checks the target attempts by 10 unless the target takes a\ + \ move\ + \ action to center his mind and satisfy the spell\u2019s thought component.

" + 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.

You can make a single ranged attack with a coin\ + \ as part of casting this spell. Different types of coins create different bullet\ + \ effects. Copper coins deal 1d4 points of damage. Silver coins deal 1d6 points\ + \ of damage and count as silver for the purpose of overcoming damage reduction. Gold coins deal 1d8 points of damage and count as masterwork\ + \ weapons. Platinum coins deal 1d10 points of damage, count as masterwork weapons,\ + \ and are treated as adamantine weapons for the purposes of overcoming damage reduction and bypassing hardness. All coin bullets deal an additional 1 point of damage per 2 caster\ + \ levels (to a maximum of an extra 10 points of damage at 20th level).

" + 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.

The\ + \ ally casts her spell as if one of the following metamagic feats were applied to it without increasing the spell level or\ + \ casting time:\ + \ Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. If the ally is the target of two collaborative thaumaturgy spells\ + \ when casting a spell, the ally can instead apply the Empower Spell metamagic feat to a spell at least 2 levels lower than the highest-level\ + \ spell she can cast. Finally, if the ally is the target of three collaborative\ + \ thaumaturgy spells when casting a spell, she can instead apply the Maximize\ + \ Spell or Widen Spell metamagic\ + \ feat to a spell at least 3 levels lower than the highest-level spell she\ + \ can cast. You can\u2019t target yourself with collaborative thaumaturgy.

" + 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.

2 + HD or less: The creature is unconscious, blinded, + and stunned + for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for + 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: + The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 + or more HD: The creature is stunned for 1 round.

Sightless creatures + are not affected by color spray.

' + 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.

Approach: On its turn, the\ + \ subject moves toward you as quickly and directly as possible for 1 round. The\ + \ creature may do nothing but move during its turn, and it provokes attacks of\ + \ opportunity for this movement as normal.

Drop:\ + \ On its turn, the subject drops whatever it is holding. It can\u2019t pick up\ + \ any dropped item until its next turn.

Fall:\ + \ On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible\ + \ for 1 round. It may do nothing but move during its turn, and it provokes attacks\ + \ of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions\ + \ but is not considered helpless.

If the subject can\u2019t carry out your command on its next\ + \ turn, the spell automatically fails.

\n" + 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.

You can affect a number of plant creatures whose combined level\ + \ or HD do not exceed twice your level.

" + 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.

A nonintelligent undead creature gets no saving throw\ + \ against this spell. When you control a mindless being, you can communicate only\ + \ basic commands, such as \u201Ccome here,\u201D \u201Cgo there,\u201D \u201C\ + fight,\u201D \u201Cstand still,\u201D and so on. Nonintelligent undead won\u2019\ + t resist suicidal or obviously harmful orders.

Any act by you or your apparent\ + \ allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.

Your commands are not telepathic. The\ + \ undead creature must be able to hear you.

" + 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\u2019\ + s 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.

The spell,\ + \ at best, provides information to aid character decisions. The entities contacted\ + \ structure their answers to further their own purposes. If you lag, discuss the\ + \ answers, or go off to do anything else, the spell ends.

" + 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.

You instantly gain knowledge of + as many as three facts from among the following subjects: areas with different + planar traits, the layout and topography of local + terrain, local divine influences, planar phenomena, portals between planes, presence + of creatures native + to the plane, presence of powerful nonnative creatures, the general state of the + plane, or valuable planar substances.

On standard planes, the + spell operates with a radius of 1 mile per caster + level. On demiplanes, the spell is less powerful, and its radius is limited + to 100 feet per caster + level. This spell has no effect when cast on the Material + Plane.

' + 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.

Additionally, you always deplete the maximum number of knowledge points\ + \ from a library whenever you succeed at a Research check using the target texts\ + \ while this spell is in effect, even if completing the Research check takes longer\ + \ than this spell lasts. Once during the duration of this spell, for a number\ + \ of minutes equal to your caster level, you can also speak with the texts about anyone who has read\ + \ or handled them previously, as per stone tell.

" + 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.

If there are + no birds in range, the spell has no effect and you do not get a response. Any + creature using speak with animals (or a similar ability) who hears + this bird call can understand your question, though it may not be able to reply + in a way you can hear.

' + 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.

In\ + \ outdoor settings, the spell operates in a radius of 1 mile per caster level.\ + \ In natural underground settings \u2014 caves, caverns, and the like \u2014 the\ + \ spell is less powerful, and its radius is limited to 100 feet per caster level.\ + \ The spell does not function where nature has been replaced by construction or\ + \ settlement, such as in dungeons and towns.

" + 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\u2019\ + s 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.

\n" + 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\u2019\ + s 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\u2019s 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.

If your\ + \ campaign uses the sanity system, your sanity score decreases by 2 (and thus\ + \ your sanity edge decreases by 1) instead of taking Wisdom drain each time you\ + \ cast this spell. Only greater restoration, miracle, or wish can remove this\ + \ decrease. A single casting of greater restoration removes one decrease in sanity\ + \ from casting compelling rant, while a casting of miracle or wish removes them\ + \ all. Affected targets take sanity damage equal to half your caster level (maximum\ + \ 10) instead of Wisdom damage. The targets might actually change alignment and\ + \ beliefs if their loss of sanity afflicts them with an appropriate madness, in\ + \ which case those effects last even after the spell\u2019s duration has ended.

" + 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.

Written material + can be read at the rate of one page (250 words) per minute. Magical writing cannot + be read, though the spell reveals that it is magical. This spell can be foiled + by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes + or reveal messages concealed in otherwise normal text.

Comprehend languages + can be made permanent with a permanency spell.

' + 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\u2019t need to be convincing, nor do they even need to be consistent, but\ + \ they can\u2019t be true as far as the target is aware.

This extends to\ + \ non-verbal communication, such as hand signs or written notes. The spell allows\ + \ talking in metaphors and talking about fictional figures.

The spell doesn\u2019\ + t affect the target\u2019s ability to say things that are neither true nor false,\ + \ such as questions, commands, or verbal spell components. If the target of this spell is simultaneously compelled to tell\ + \ the truth (for instance, by being within a zone of truth), the target is only able to\ + \ say things that are neither true nor false.

" + 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.

Divide the duration evenly\ + \ among all creatures touched. A creature that doesn\u2019t need to breathe because\ + \ of this spell is not at risk of drowning and is immune to effects that require\ + \ breathing, such as inhaled poisons. This does not grant immunity to cloud or gas attacks that don\u2019t require breathing. While\ + \ a creature is holding its breath, it can\u2019t speak or cast spells with a\ + \ verbal component (unless it\u2019s using Silent Spell). This spell does not prevent a creature from breathing normally;\ + \ it just removes the need for the creature to breathe.

" + 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.

Creatures moving through condensed ether (even incorporeal creatures), move at only half their normal speed and can\u2019\ + t take 5-foot steps. This slowing of movement doesn\u2019t stack with solid fog or similar effects. Creatures within condensed ether\ + \ take a \u20132 penalty to Armor Class and on Reflex saves, and condensed ether prevents effective ranged weapon attacks.\ + \ Even magic rays and similar ranged attacks suffer a 20% miss chance on attacks\ + \ into or passing through condensed ether. This miss chance is not based on concealment,\ + \ and Blind-Fight, true seeing, and similar effects do not reduce\ + \ it.

" + 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.

An intelligent target, even one of animal intelligence, innately understands this condition even if it doesn\u2019\ + t understand your language. The condition must be possible for the target to bring\ + \ about within a year and a day without ensuring its own death and stated in 25\ + \ or fewer words. The curse is more difficult to remove via magic. The DC to remove\ + \ conditional curse with break enchantment or remove curse increases by 5.

" + 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\u2019\ + s 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.

Conditional\ + \ favor recognizes the spirit of your condition and doesn\u2019t trigger a violation\ + \ due to unintended consequences or circumstances that the subject could not predict\ + \ with her current knowledge of the situation. For instance, if the prohibition\ + \ prevented the subject from laying a finger on royalty, touching a disguised\ + \ prince would not count as a violation if the subject did not recognize the prince,\ + \ nor would touching a member of royalty while dominated.

The subject of\ + \ the spell intuitively knows beforehand whether an action will cause it to lose\ + \ the paired spell\u2019s benefit.

" + 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\u2019\ + s 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.

\n\n\n\n\n\n\n\n\n01-25\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\ +
Table: Confusion Effects
d%Behavior
Acts normally
26-50Does nothing but babble\ + \ incoherently
51-75Deals 1d8 points of damage + Str modifier to self with item in hand
76-100Attacks nearest creature (for this purpose, a\ + \ familiar counts as part of the subject\u2019s self)

A confused character who can\u2019t carry out the indicated action does nothing\ + \ but babble incoherently. Attackers are not at any special advantage when attacking\ + \ a confused character. Any confused character who is attacked automatically attacks\ + \ its attackers on its next turn, as long as it is still confused when its turn\ + \ comes. Note that a confused character will not make attacks of opportunity against\ + \ any creature that it is not already devoted to attacking (either because of\ + \ its most recent action or because it has just been attacked).

\n" + 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\u2019s range, rather than the intended destination.

A\ + \ successful Will save halves the damage and negates the altered 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\u2019t 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.

If + you conjure the block so that it appears in midair, it immediately plummets downward + onto all creatures below it. When you cast this spell, you select the size of + the square area you wish it to affect. If you choose to create a deadfall over + a single 5-foot square, the block deals 1d6 points of bludgeoning damage per caster level (maximum + 15d6) to each creature in the area. A deadfall over a 10-foot square deals 1d6 + points of bludgeoning damage per 2 caster levels (maximum 7d6), a deadfall over + a 15-foot square deals 1d6 points of bludgeoning damage per 3 caster levels (maximum + 5d6), and so on, to a maximum size of a 25-foot square. Only creatures that are + on the outer edge of the area affected by a conjure deadfall spell can attempt + Reflex + saves to avoid the effect; creatures whose space does not touch the edge of the + deadfall do not receive a save.

In order to deal damage, the conjured deadfall + must start at least 10 feet above the tallest creature in the area to be affected. + A conjured deadfall is as tall as it is wide, and the spell fails if you attempt + to conjure a deadfall in an area already occupied by a creature or object (including + the ceiling). Regardless, a deadfall conjured by this spell disappears as soon + as it deals damage or strikes the ground.

+ 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).

You cannot consecrate + an area with a similar fixture of a deity other than your own patron. Instead, + the consecrate spell curses the area, cutting off its connection with the + associated deity or power. This secondary function, if used, does not also grant + the bonuses and penalties relating to undead, as given above.

Consecrate + counters and dispels desecrate.

+ 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.

If there is an appropriate entity\ + \ within range, the spell succeeds automatically. You don\u2019t know whether\ + \ the message was received, nor any specific details about what creatures received\ + \ it or how many. Creatures that receive the message know the location and distance\ + \ from where the spell was cast. Because this spell doesn\u2019t call or summon the target, the target must have its own way to reach the place where\ + \ the spell was cast.

How creatures respond to a contact spell is circumstantial\ + \ and it is possible the creatures will simply ignore the spell. Creatures that\ + \ come and investigate do so in their own time. They usually arrive cautiously,\ + \ aware of the potential for ambush. Targets of the spell might inform their organization\ + \ or community if they have one. There are no restrictions on how the creatures\ + \ react to being contacted, and they might respond with hostility, parley, entertain\ + \ an alliance, or subjugate the caster and their related community.

Using\ + \ this spell counts as mentally contacting the creature for the purpose of any\ + \ of its special abilities (such as the star-spawn\u2019s overwhelming mind).\ + \ For the purpose of spells like scrying, the creature has firsthand knowledge\ + \ of you and a connection similar to if it possessed a likeness of you.

Each\ + \ type of creature requires a different material component that must be included\ + \ when casting the spell, as shown on Table: Contact Entity. Some of these\ + \ components are\ + \ expensive or might require quests to acquire. Contacting certain types of creatures\ + \ makes the spell chaotic, evil, or both, as indicated on the table.

\n" + 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.

You cannot impart the\ + \ effects of any potion, poison, elixir, or mutagen currently affecting you.

" + 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.

Choose any one Knowledge skill other than arcana or planes. Your mind is placed in telepathic\ + \ contact with a nalfeshnee demon skilled at that particular Knowledge skill, in addition to arcana and planes. Each round that you continue\ + \ to concentrate, you may ask the nalfeshnee one question and it will answer as best it can. If you ask a question\ + \ about arcana or planes, the nalfeshnee has a +23 bonus to the skill check. If you ask about the Knowledge skill you selected,\ + \ the nalfeshnee has a +20 bonus. It cannot answer questions pertaining to other\ + \ Knowledge skills\u2014\ + to do so, you must cast the spell again.

Contact with Abyssal minds is dangerous,\ + \ and each time the nalfeshnee answers a question, you suffer 1d4 points of ability drain to Intelligence, Wisdom, or Charisma (determined randomly) unless you make a DC 22 Will save. Each additional question you ask with this spell over the course\ + \ of a single 24-hour period imparts a cumulative \u20131 penalty on this saving\ + \ throw. Chaotic evil spellcasters always gain a +4 bonus on this saving throw.

" + 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 \u201C\ + never,\u201D \u201Cirrelevant,\u201D or some other one-word answer.

You\ + \ must concentrate on maintaining the spell (a standard action) in order to ask\ + \ questions at the rate of one per round. A question is answered by the power\ + \ during the same round. You may ask one question for every two caster levels.

Contact\ + \ with minds far removed from your home plane increases the probability that you\ + \ will incur a decrease in Intelligence and Charisma due to your brain being overwhelmed, but also\ + \ increases the chance of the power knowing the answer and answering correctly.\ + \ Once the Outer Planes are reached, the power of the deity contacted determines\ + \ the effects. (Random results obtained from the table are subject to the personalities\ + \ of individual deities.) On rare occasions, this divination may be blocked by\ + \ an act of certain deities or forces.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n
Plane ContactedAvoid Int/Cha DecreaseTrue AnswerDon\u2019t KnowLieRandom\ + \ Answer
Elemental PlaneDC 7/1 week01-3435-6263-8384-100
Positive/Negative Energy PlaneDC 8/1 week01-3940-6566-8687-100
Astral PlaneDC 9/1 week01-4445-6768-8889-100
Outer Plane, demigodDC 10/2 weeks01-4950-7071-9192-100
Outer Plane,\ + \ lesser deityDC 12/3 weeks01-6061-7576-9596-100
Outer Plane,\ + \ intermediate deityDC 14/4 weeks01-7374-8182-9899-100
Outer Plane,\ + \ greater deityDC 16/5 weeks01-8889-9091-99100
\n

Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease\ + \ in Intelligence and Charisma. You cannot take 10 on this check. If the check\ + \ fails, your Intelligence and Charisma scores each fall to 8 for the stated duration,\ + \ and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question\ + \ is asked, and no answer is received. If a successful contact is made, roll d%\ + \ to determine the type of answer you gain.

\n

True Answer: You get\ + \ a true, one-word answer. Questions that cannot be answered in this way are answered\ + \ randomly.

\n

Don\u2019t Know: The entity tells you that it doesn\u2019\ + t know.

\n

Lie: The entity intentionally lies to you.

\n

Random\ + \ Answer: The entity tries to lie but doesn\u2019t know the answer, so it\ + \ makes one up.

\n
" + 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.

\n" + 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.

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.

Every round on your turn, + a new ray of fire launches from each creature who took damage from the spell in + the previous round-these new rays attack as if you fired them, but their point + of origin is the previous creature damaged. You can choose the new targets as + a free + action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of + their new starting point. This contagion of flame continues for a total of three + rounds-a creature can be struck more than once by this spell over the course of + these three rounds, although never by a ray of fire that launches from itself.

+ 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.

Creatures that save against this spell cannot be affected\ + \ by that particular casting of contagious suggestion for 24 hours.

" + 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.

The chosen creature can be no farther from the target than 25\ + \ feet + 5 feet for every 2 caster levels you possess, and a creature can\u2019\ + t be selected more than once in this way. Such allies gain only the bonuses and\ + \ temporary hit points; they don\u2019t continue to spread it to other creatures.\ + \ The additional creatures\u2019 bonuses and temporary hit points share the original spell\u2019s duration, so when that\ + \ duration ends, all affected creatures lose their bonuses and any remaining temporary hit points from this spell.

" + 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.

The\ + \ creature targeted by this spell is infused with magical power, altering the\ + \ odds of combat to weaken lucky strikes. Critical threats made by the affected\ + \ creature automatically fail to confirm. Critical threats that automatically\ + \ confirm due to class features or feats, such as the Fighter\u2019s weapon Mastery, are unaffected by this spell.

In addition, when the\ + \ initial target of this spell fails its Will save to resist contest of skill, it can select one additional creature\ + \ within range of the spell to suffer the effects of the spell as well (Will negates). If\ + \ this secondary target negates this spell with a successful save, the duration\ + \ of contest of skill on the primary target is reduced to 1 round.

" + 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.

The\ + \ spell to be brought into effect by the contingency must be one that affects\ + \ your person and be of a spell level no higher than one-third your caster level\ + \ (rounded down, maximum 6th level).

The conditions needed to bring the\ + \ spell into effect must be clear, although they can be general. In all cases,\ + \ the contingency immediately brings into effect the companion spell, the\ + \ latter being \u201Ccast\u201D instantaneously when the prescribed circumstances\ + \ occur. If complicated or convoluted conditions are prescribed, the whole spell\ + \ combination (contingency and the companion magic) may fail when triggered.\ + \ The companion spell occurs based solely on the stated conditions, regardless\ + \ of whether you want it to.

You can use only one contingency spell\ + \ at a time; if a second is cast, the first one (if still active) is dispelled.

" + 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.

The condition\ + \ needed to trigger the readied action must be clear, although it can be general. If a complicated\ + \ or convoluted condition is prescribed, the whole combination might fail when\ + \ triggered. For example, suppose the trigger and the action are stated as \u201C\ + If the target is attacked while he is not holding a weapon, he draws a weapon.\u201D\ + \ If the target has no weapon to draw when the trigger occurs, the action fails.\ + \ If the trigger and the action are \u201CIf an ally within 20 feet falls unconscious,\ + \ the target moves to a space adjacent to that ally\u201D but the target is chained\ + \ to a wall when the trigger occurs and can\u2019t reach the unconscious ally, the action fails.

The readied action must be a standard, move, or swift action\u2014it cannot be used to cast a spell or use a supernatural\ + \ ability. This action counts as a readied action and doesn\u2019t count toward the number of actions the creature\ + \ can take in a round. When the condition occurs, the target can decide not to\ + \ use the readied action. Once the condition is triggered, the spell is discharged\u2014\ + whether or not the target uses the readied action or the action is successful.

This spell counts as a\ + \ contingency spell for the purpose of having multiple\ + \ contingent effects on a creature at the same time.

" + 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).

The writing on the scroll appears on the target\u2019s skin in\ + \ any location you desire; this writing does not harm or interfere with the target\ + \ in any way, and doesn\u2019t need to be on exposed skin to function. For example,\ + \ you could make the writing appear on under a target\u2019s clothing. The writing\ + \ on the target\u2019s skin can be deciphered and identified as if it were the\ + \ scroll\ + \ it was copied from. Damaging the target has no effect on the stored spell, but\ + \ effects such as erase that target magical writing can affect it.

The condition needed\ + \ to bring the spell into effect must be clear, although it can be general. In\ + \ all cases, this spell immediately brings into effect the scroll\u2019s spell,\ + \ the latter being effectively cast instantaneously when the trigger occurs. If\ + \ a complicated or convoluted condition is prescribed, the whole spell combination\ + \ (the contingent scroll and the scroll\u2019s spell) might fail when triggered. The scroll\u2019s spell occurs\ + \ based solely on the stated conditions, regardless of whether you want it to\ + \ at that moment.

This spell counts as a contingency spell for the purpose of having multiple contingent effects on\ + \ a creature at the same time.

" + 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\u2019t 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.

Light spells counter and dispel\ + \ darkness spells of an equal or lower level.

" + 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.

Suicidal or self-destructive + commands are simply ignored.

+ 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.

Intelligent undead creatures remember that you controlled them, and they may seek revenge\ + \ after the spell\u2019s effects end.

" + 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\u2019\ + s depth. The second version causes the water to surge and rise, increasing its\ + \ overall depth and possibly flooding nearby areas.

Lower Water:\ + \ This causes water or similar liquid to reduce its depth by as much as 2 feet\ + \ per caster level (to a minimum depth of 1 inch). The water is lowered within\ + \ a squarish depression whose sides are up to caster level x 10 feet long. In\ + \ extremely large and deep bodies of water, such as a deep ocean, the spell creates\ + \ a whirlpool that sweeps ships and similar craft downward, putting them at risk\ + \ and rendering them unable to leave by normal movement for the duration of the\ + \ spell. When cast on water elementals and other water-based creatures, this spell\ + \ acts as a slow spell (Will negates). The spell has no effect on other creatures.

Raise\ + \ Water: This causes water or similar liquid to rise in height, just as the\ + \ lower water version causes it to lower. Boats raised in this way slide\ + \ down the sides of the hump that the spell creates. If the area affected by the\ + \ spell includes riverbanks, a beach, or other land nearby, the water can spill\ + \ over onto dry land.

With either version of this spell, you may reduce\ + \ one horizontal dimension by half and double the other horizontal dimension to\ + \ change the overall area of effect.

" + 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: "\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\n\n\n\n\n\n\ + \n\n\n\ +
SeasonPossible Weather
SpringTornado, thunderstorm,\ + \ sleet storm, or hot weather
SummerTorrential rain, heat wave, or hailstorm
AutumnHot or cold weather, fog, or\ + \ sleet
WinterFrigid cold, blizzard, or thaw
Late winterHurricane-force winds or early spring

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.

You control the general tendencies of the weather,\ + \ such as the direction and intensity of the wind. You cannot control specific\ + \ applications of the weather\u2013where lightning strikes, for example, or the\ + \ exact path of a tornado. The weather continues as you left it for the duration,\ + \ or until you use a standard action to designate a new kind of weather (which\ + \ fully manifests itself 10 minutes later). Contradictory conditions are not possible\ + \ simultaneously.

Control weather can do away with atmospheric phenomena\ + \ (naturally occurring or otherwise) as well as create them.

A druid casting\ + \ this spell doubles the duration and affects a circle with a 3-mile radius.

" + 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.

Wind Direction: You may choose\ + \ one of four basic wind patterns to function over the spell\u2019s area.

    \n\ +
  • A downdraft blows from the center outward in equal strength in all directions.
  • \n\ +
  • An updraft blows from the outer edges in toward the center in equal strength\ + \ from all directions, veering upward before impinging on the eye in the center.
  • \n\ +
  • Rotation causes the winds to circle the center in clockwise or counterclockwise\ + \ fashion.
  • \n
  • A blast simply causes the winds to blow in one direction\ + \ across the entire area from one side to the other.
  • \n

Wind Strength:\ + \ For every three caster levels, you can increase or decrease wind strength by\ + \ one level. Each round on your turn, a creature in the wind must make a Fortitude save\ + \ or suffer the effect of being in the windy area. See Environment for more details.

Strong winds (21+ mph) make sailing difficult.

A\ + \ severe wind (31+ mph) causes minor ship and building damage.

A windstorm\ + \ (51+ mph) drives most flying creatures from the skies, uproots small trees,\ + \ knocks down light wooden structures, tears off roofs, and endangers ships.

Hurricane\ + \ force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause\ + \ most ships to founder.

A tornado (175+ mph) destroys all nonfortified\ + \ buildings and often uproots large trees.

By the way\u2026

The\ + \ area of winds created by this spell does not move with a ship.

" + 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.

You can choose a number of squares within the area up to your Intelligence + bonus (for magi, occultists, + or wizards) + or Charisma + bonus (for bloodragers + or sorcerers) + to be struck by weaker flames; the controlled fireball deals minimum damage + in those squares.

Attempts to identify controlled fireball with a skill + check incorrectly identify it as fireball + (see the ruse descriptor).

+ 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\u2019t end after\ + \ delivering its first message.

After the wind completes its initial message,\ + \ it waits for 1 round, then copies what it hear, and returns at the same speed\ + \ and by the same route. It delivers what it heard to the location where the spell\ + \ was originally cast. The wind continues back and forth in this way until the\ + \ duration ends or the spell is dismissed.

" + 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.

Three corpses within range of the spell\ + \ are required for the spell to function. The hammer can be directed to attack\ + \ one foe within range per round as a move action. It uses your caster level as its base attack bonus, modified by your Intelligence, Wisdom, or Charisma modifier (whichever one is highest). On a hit, the corpse hammer\ + \ deals 1d6 points of damage per three caster levels (to a maximum of 6d6 points\ + \ of damage).

Corpse hammer also has secondary effects based on the\ + \ nature of the three bodies you use to create it. If the majority used to create\ + \ it (at least two) were skeletal, the jagged bits of bone cause the hammer to\ + \ deal slashing damage and increase its critical threat range to 19\u201320. On\ + \ the other hand, if the majority were fleshy (at least two), the increased mass\ + \ causes the spell to deal bludgeoning damage and increase its critical hit damage to \xD73.

Undead that have been destroyed by positive energy or a similar effect that\ + \ does not leave a corpse, like a disintegrate spell, cannot be used to form a corpse hammer.

" + 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 \u20135 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\u2019s 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.

Corruption\ + \ resistance protects against spells, spell-like abilities, and special abilities,\ + \ not physical attacks. Corruption resistance only protects against damage.\ + \ The subject can still suffer side effects from such attacks. When you use this\ + \ spell to protect an alignment, it gains the descriptor of that alignment.

" + 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.

If\ + \ you succeed at a ranged touch attack with the ray, the target takes 1d6 points of damage per caster level (maximum 20d6)\ + \ and must make a Fortitude save. On a failed save, the target becomes sickened for 1 round per caster level and emits toxic cosmic energy for as long as it is sickened;\ + \ any creature that comes within 5 feet of the affected target must succeed at\ + \ a Fortitude\ + \ save (DC = spell\u2019s DC) or become sickened for 1 round per 2 caster levels.

" + 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.

First, each warded creature gains a +4 deflection + bonus to AC and a +4 resistance + bonus on saving throws. This benefit applies against all attacks and effects, + not just attacks by neutral creatures.

Second, a warded creature gains spell + resistance 23 against spells cast by chaotic neutral, lawful neutral, neutral + evil, and neutral good creatures, and spell + resistance 27 against spells cast by neutral creatures with no other alignment + components.

Third, + the spell protects warded creatures from possession and influence by such creatures + (otherwise as protection + from evil).

Finally, if a chaotic neutral, lawful neutral, neutral evil, + or neutral good creature successfully hits a warded creature with a melee attack, + the attacker is sickened + for 1d6 rounds (Fort + negates). If a neutral creature successfully hits a warded creature with a melee + attack, the attacker is instead nauseated + for 1d6 rounds (Fort + negates).

+ 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).

In combat, if the target sees a valuable item on an opponent,\ + \ it must, for example, attempt to disarm its foe to take a valuable weapon or use the steal combat maneuver to grab a precious item kept on the opponent\u2019s belt.\ + \ Once the target has either attempted to steal an item in combat or else taken damage, this magical compulsion subsides until the threat of the current combat ends and the target\ + \ enters a new room or area. Affected targets in combat that have neither attempted\ + \ to steal\ + \ an item nor taken damage (perhaps because the opponent with the most valuable\ + \ item is far away) can attempt a saving throw each round to ignore the spell\u2019\ + s effect until the threat ends and the target enters a new room.

Break enchantment, limited wish, miracle, remove curse, or wish can each end covetous urge before the duration expires. Dispel\ + \ magic does not affect covetous urge.

" + 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.

So\ + \ long as the affected creature does not move closer to enemies during its turn,\ + \ or moves at least 5 feet away from adjacent enemies, it gains a +1 morale\ + \ bonus to its AC, and a +1 morale bonus on saves and on attack rolls made as readied actions and attacks of opportunity. Alternatively, if the affected creature does not\ + \ close with its enemies, it can increase the DC of all spells it casts as part\ + \ of a readied\ + \ action by 1. If the subject of the spell willingly moves toward a threatening\ + \ creature, the spell immediately ends.

While affected by coward\u2019s\ + \ cowl, a creature takes a \u20132 penalty on all saving throws against fear effects.

" + 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\u2019\ + s haunt-like manifestation\ + \ occurs during that round.

HAUNT STATISTICS

Notice\ + \ Perception DC 20\ + \ (to hear faint, sinister laughter); hp 2 hp/level; Trigger skill\ + \ check or spell (see text); Reset none

" + 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.

\n

Alignment: Your plane gains the (mildly) chaos-,\ + \ good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits). You cannot give your demiplane an\ + \ alignment trait for an alignment you do not have.

\n

Bountiful: Your demiplane gains\ + \ a thriving natural ecology, with streams, ponds, waterfalls, and plants. The\ + \ demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and\ + \ so on) to support one Medium creature for every 10-foot cube of the demiplane.\ + \ The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself\ + \ for as long as the demiplane exists without requiring watering, gardening, pollination,\ + \ and so on, and dead organic material decays and returns to the soil in the normal\ + \ manner. If your demiplane has ambient light, these plants are normal, familiar\ + \ surface plants; if it is a realm of twilight or darkness, these plants are fungi\ + \ and other plants adapted to near-darkness or underground locations.

\n

Elemental: Your plane gains the air-, earth-, fire-, or water- elemental\ + \ dominant trait.

\n

Gravity: By default a demiplane\u2019s gravity is normal and oriented\ + \ in one direction, like what most creatures are used to on the Material Plane.\ + \ By selecting this feature, the plane\u2019s gravity is heavy, light, none, objectively\ + \ directional, or subjectively directional.

\n

Seasonal: The demiplane\ + \ has a seasonal cycle and a light cycle, usually similar to those of a land on\ + \ the Material Plane, but customizable as you see fit (for example, your demiplane\ + \ could always be winter, day and night could alternate every 4 hours, and so\ + \ on).

\n

Shape: By default, the demiplane has a fixed shape and borders. By selecting\ + \ this feature, you may make your plane self-contained so it loops upon itself\ + \ when a creature reaches one edge (see Shape and Size). You may designate areas\ + \ or locations on the edges of your plane where this occurs (such as a pair of\ + \ secret doors or a path in the woods) or apply it to the entire plane.

\n\ +

Structure: Your demiplane has a specific, linked physical structure,\ + \ such as a giant tree, floating castle, labyrinth, mountain, and so on. (This\ + \ option exists so you can pick a theme for your plane without having to worry\ + \ about the small details of determining what spells you need for every hill,\ + \ hole, wall, floor, and corner).

\n

You can make this spell permanent\ + \ with the permanency spell, at a cost of 20,000 gp. If\ + \ you have cast create demiplane multiple times to enlarge the demiplane, each\ + \ casting\u2019s area requires its own permanency spell.

\n" + 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.

The\ + \ drugs created by this spell cannot be sold, but they can be given to other creatures.\ + \ A creature that takes a dose of one of these drug typically must be either willing\ + \ or helpless, though some drugs might be inhaled, applied to injuries, or secretly\ + \ slipped into food if the caster acts swiftly (see each drug\u2019s description).\ + \ The DC to resist a drug created by this spell is based on the conjurer\u2019\ + s caster level,\ + \ not the DC listed in the common versions of the drug.

As a special use\ + \ of this spell, a lawful evil worshiper can create doses of the drug adyton (see\ + \ the sidebar above). A worshiper can create adyton only once per week, regardless\ + \ of her level or how many times she casts this spell. The spell otherwise functions\u2014\ + and creates as many doses\u2014as normal.

" + 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\u2013\ + highly 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.

Restriction: You can not create handholds on\ + \ walls made of metal or other, harder materials.

The handholds are created\ + \ in pairs and are approximately 3 feet apart, located in a specific path indicated\ + \ by your gestures while casting the spell. The handholds\u2019 path can span\ + \ up to 30 feet out from you plus an additional 10 feet per 3 caster levels (maximum\ + \ 90 feet at 18th level). The handholds protrude approximately 6 inches from the\ + \ wall, measure 10 inches lengthwise, and are perfectly suited for gripping with\ + \ fingers or claws. At the end of the spell\u2019s duration, any creature being\ + \ supported by the handholds immediately begins to fall.

" + 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.

You\ + \ choose whether the mindscape is overt or veiled, and whether it\u2019s harmless\ + \ or harmful. You can choose any shape and size trait, as well as any gravity\ + \ trait (though you can\u2019t make it so the gravity is so strong it harms creatures\ + \ within).

The mindscape has normal time, no alignment traits, and normal magic.

You designate where both you and\ + \ your subject appear.

You don\u2019t need line of sight to draw the subject\ + \ creature into the mindscape, but you must be aware of its presence within range.\ + \ If you target an area with more than one sentient creature and you have never\ + \ seen any of the creatures before (for example, if you know a group of soldiers\ + \ is inside a barracks but you can\u2019t see them through the door), the subject\ + \ of this spell is selected at random. If you have seen firsthand the creature\ + \ you wish to target (continuing the example, if you spied the sergeant entering\ + \ the room moments before), You can select it unerringly from among all the creatures.

You\ + \ must appear somewhere in your mindscape, though it\u2019s relatively easy to\ + \ shield yourself from the view of any other creatures inside if they don\u2019\ + t realize they\u2019re in a mindscape.

You must also create a method of\ + \ exit from the mindscape when you cast this spell, and that method must be possible\ + \ to achieve based on the traits of the mindscape, even if it is obscure or difficult.\ + \ The GM decides whether a method of escape is reasonable. Anything that would\ + \ be a reasonable method of waking from a dream during deep sleep could allow\ + \ one to leave a mindscape.

More creatures than the initial two can enter\ + \ an existing mindscape, typically through the use of the mindscape door spell.\ + \ You can create illusory creatures within the mindscape, but you\u2019re able\ + \ to direct or concentrate on only one at a time.

Only this creature is\ + \ believable; any others largely remain silent or speak generic, repetitive phrases.

As\ + \ is normal with mindscapes, you and any other creatures within the mindscape\ + \ are unable to take actions within the real world, and your bodies lose their\ + \ Dexterity bonuses to AC.

If you choose to create a veiled mindscape,\ + \ the first time another creature interacts with the environment, it can attempt\ + \ a Will\ + \ save to disbelieve the effect. Disbelieving a mindscape reveals to that creature\ + \ that it\u2019s within a mindscape and gives it the knowledge needed to leave\ + \ the mindscape, but doesn\u2019t free it from the mindscape. For example, if\ + \ you create a mindscape that takes the form of a parlor inside a stately mansion,\ + \ and your target creature succeeds at its Will save, it gains the understanding that walking out the front door of\ + \ the mansion allows it to return to its physical body, but it must actually move\ + \ through the mental landscape of the mansion to reach the front door and exit\ + \ in order to flee the mindscape. If the mindscape is overt, the creature automatically\ + \ knows how to exit if it so chooses.

This spell ends at any time that you\ + \ choose to depart the mindscape, freeing the target as well. Any creature that\ + \ drops below 0 hit points while inside the mindscape returns to its body. If this happens\ + \ to you, the spell also ends, freeing anyone still inside.

Create mindscape\ + \ can be made permanent with a permanency spell by a caster of 12th level\ + \ or higher at a cost of 10,000 gp. You and other creatures aware of a permanent\ + \ mindscape can come and go using the mindscape door spell.

\n" + 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.

Creatures who fall into the pit take falling damage as normal. The pit\u2019s coarse stone walls have a Climb DC of 25. When the duration\ + \ of the spell ends, creatures within the hole rise up with the bottom of the\ + \ pit until they are standing on the surface over the course of a single round.

" + 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.

Only one soul gem can be created from\ + \ a dying\ + \ creature. Any attempt to resurrect a body whose soul is trapped in a soul gem\ + \ requires a caster check against create soul gem\u2019s save DC. Failure results\ + \ in the resurrection spell having no effect, while\ + \ success shatters the target\u2019s soul gem and returns the creature to life\ + \ as normal. If the soul gem resides in an unholy location, such as that created by the\ + \ unhallow spell, the DC of this check increases by 2.

If you\ + \ are a souldrinker, you can cast this spell and expend 5 soul points to fill the gem with the\ + \ equivalent of one basic soul.

" + 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.

Any\ + \ inaccuracies or faulty information held by the creature are represented on the\ + \ map as well. Similarly, the map cannot account for any changes that occur after\ + \ the creature\u2019s death.

You must choose the scale of the map when creating\ + \ it, opting between nearby (e.g., one or two dungeon levels), local (e.g., a\ + \ valley or community), or broad (e.g., a country or larger). The map reveals\ + \ the locations of what the creature deemed most valuable within its area. Depending\ + \ on the creature, the map might reveal a source of tasty food, suitable mates,\ + \ or even your own treasure vault.

" + 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.

\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nGhast, festrog 2\n\n\n\n\n\n\ + \n\n\n\nGuardian phantom armor\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Caster LevelUndead CreatedAdditional Requirements
11th (or lower)Ghoul\_
11th\ + \ (or lower)Hollow helmCorpse must be wearing suit of heavy\ + \ armor
11th+Huecuva 1Corpse\ + \ of a cleric\ + \ (preferably an evil cleric)
11th+Crawling handSevered hand of a Medium or smaller\ + \ humanoid
11th+Juju zombie4Enervation or energy drain
11th+Skeletal champion4Enervation or energy drain
12th-14th\_\ +
12th+Draugr\_
12th+Corpse must be wearing suit\ + \ of heavy armor
13thAttic whispererCrushing despair, fear, corpse of a humanoid child
14th+Blast shadow 3\_
14th+Crawling hand (giant)Enlarge person, severed hand of a Large or\ + \ larger humanoid
14th+WightEnervation
15th+Giant phantom armorCorpse must be wearing suit\ + \ of heavy armor
15th-17thMummy\_
15th+Crypt thingTeleport
16th+Phantom lancerHumanoid corpse must be wearing suit\ + \ of heavy armor; mount must be wearing barding
17th+DullahanDecapitated humanoid corpse
18th+Mohrg\_
18th+Rajput AmbariThe full skeleton of an adult elephant\ + \ and adornment of a regal bearing adding at least 400 gp to the spell\u2019s\ + \ total cost

You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you\ + \ are capable of commanding undead, you may attempt to command the undead creature as it forms.

This spell must be cast at night.

1 A huecuva\ + \ can be created using create undead. The caster must be at least 11th\ + \ level and the spell normally uses the body of an evil cleric. The spell can be used to create a huecuva using the body of a good cleric, but this requires a DC 20 caster\ + \ level check. Creating a huecuva in this way is considered to be one of the most heinous things that\ + \ can be done to a cleric that has passed away. The faithless aura of huecuvas created from\ + \ the bodies of good clerics in this way grants a +4 profane bonus on Will saves to resist channeled energy and any effects based\ + \ off that ability.

2 The create undead spell can create festrogs as if they were ghasts. The caster must be able to cast contagion, have access to that spell in a scroll or other magic item, or work with another caster who has access to\ + \ the spell; creating the festrog\ + \ expends the prepared contagion spell, uses an appropriate spell\ + \ slot, or a charge from the magical source. If the corpse to be animated died\ + \ of necrotic boils (the disease that festrogs\ + \ spread) the contagion spell is not necessary.

3 A spellcaster of 14th\ + \ level or higher can create a blast shadow using create undead. In addition to the normal components of the spell, the\ + \ spellcaster must use the body of a creature that died as a result of a fire\ + \ spell or effect. The spell must be one that affects an area. Scorching ray is not sufficient, but fireball is. The creature must have died within 24 hours of the casting of\ + \ create undead. Blast shadows created in this way are loyal to their creator, but those created\ + \ by a death burst are beholden to no one.

4 You must have a caster level greater than the HD of the undead to be created.

\n" + 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.

Note: Conjuration spells can\u2019t create substances or objects within a creature.\ + \ Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly\ + \ 8 gallons and weighs about 60 pounds.

" + 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.

You may + summon the swarms so that they share the area of other creatures. As a standard + action, you can command any number of the swarms to move toward any target within + 100 feet of you. You cannot command any swarm to move more than 100 feet away + from you, and if you move more than 100 feet from any swarm, that swarm remains + stationary, attacking any creatures in its area (but can be commanded again if + you move within 100 feet).

+ 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.

Each\ + \ 10-foot square of ice has 3 hit points per inch of thickness. Creatures can hit the ice automatically.\ + \ A section of ice whose hit points drop to 0 is destroyed, leaving an area of ice chunks, slush,\ + \ and snow that counts as difficult terrain. If a creature tries to break through\ + \ the ice with a single attack, the DC for the Strength check is 15 + your caster level.

Each round on your turn, the sheet of ice grows 1 foot\ + \ in all directions except toward you. This growth is slow enough that any\ + \ creature in the area has time to move out of the way or step onto the ice. If\ + \ the growing ice completely covers a creature\u2019s square, the creature must\ + \ choose whether it moves onto the sheet of ice, is knocked prone on the sheet of ice, or is bull rushed into an adjacent square.

" + 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.

\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\ + \n
d%Behavior
1\u201325Act normally, but with suspicion\ + \ toward others. The target doesn\u2019t benefit from or provide benefits with\ + \ teamwork feats and the aid another action. If a creature attempts to use a harmless spell or effect\ + \ on the target, there is a 50% chance the target tries to avoid that effect as\ + \ best as possible (taking an attack of opportunity against a spellcaster, requiring a successful attack roll\ + \ on a touch spell, or attempting a saving throw).
26\u2013\ + 50Attempt a steal combat maneuver or Sleight of Hand check to steal a random valuable object from the nearest\ + \ creature (or a nearby unattended object, if obviously of great value), moving\ + \ adjacent to that creature or object as needed. Once an affected creature has\ + \ stolen an item, further results of 26\u201350 cause the affected creature to\ + \ flee, focusing all of its efforts on escaping with its loot and fighting to\ + \ prevent the stolen object from being taken.
51\u2013\ + 75Attempt to break, destroy, or deface the nearest unattended manufactured\ + \ object or structure. If the object or structure is too difficult to damage,\ + \ the affected creature instead vandalizes or otherwise defaces its appearance.
76\u2013100Attack the nearest creature (for this purpose,\ + \ a familiar counts as part of the affected creature\u2019s self).

A character affected by a crime wave who is unable to carry\ + \ out the indicated action moves toward the nearest source of cover or concealment and attempts a Stealth check to hide. Affected creatures with the ability to turn invisible\ + \ (including through the use of magic items or spells) do so instead of attempting\ + \ a Stealth check.

" + 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.

Make a ranged touch attack\ + \ against a single target in range; if you hit, the target is affected by a dose\ + \ of breath of the mantis god. The Fortitude save DC for this poison is the same as the spell\u2019s DC, not the standard save DC for the\ + \ poison.

" + 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.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see\ + \ an invisible mark. A read magic spell reveals the words, if any.\ + \ The ward cannot be dispelled, but it can be removed by the caster or by an erase spell.

" + 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.

When\ + \ you speak, all listeners telepathically understand you. You can make up to three\ + \ suggestions to creatures of fewer than 8 HD in range, as if using the mass\ + \ suggestion spell (Will save negates). Only creatures within range at the time of a suggestion\ + \ are subject to it.

" + 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.

Once per round as a standard\ + \ action, you can teleport to a creature suffering from a fear effect within the spell\u2019s range if you are aware of the creature\ + \ and its rough location. You can carry objects with you so long as you don\u2019\ + t transport more than your maximum load. You arrive in a random open space within\ + \ 20 feet of the creature and immediately begin sensing the location of creatures\ + \ with a fear condition from your new location.

Once you teleport\ + \ to a new location with this spell, you can take no additional actions for the\ + \ round, as if casting dimension door. You can\u2019t teleport if there are no creatures suffering from a fear effect in 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.

Crushing despair + counters and dispels good + hope.

+ 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.

This doesn\u2019t provide benefits when disguising yourself\ + \ as a specific member of the culture, though it negates any circumstance penalties\ + \ you might otherwise have taken due to not acting appropriately for that person\u2019\ + s culture. Finally, the DCs of enchantment (charm) spells you cast against natives of the culture to which you are attuned\ + \ increase by 1.

" + 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\u2019s 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.

This curse cannot be dispelled, but it can be removed\ + \ with a break enchantment, limited wish, miracle, remove curse, or wish spell.

" + 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.

Only one of these spells can be in place on a creature at any time.\ + \ This has no effect on creatures that don\u2019t sleep.

" + 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.

This spell does not affect incorporeal creatures or creatures that are otherwise intangible (such as\ + \ a wizard\ + \ using gaseous form to fly).

" + 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.

Whenever the target attempts + a Bluff, Diplomacy, + Intimidate, or Perform + check, he must roll twice and take the lower result.

Additionally, each + creature he encounters has its initial attitude toward him reduced by one step + (helpful becomes friendly, friendly becomes indifferent, and so on).

+ 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.

Famine: All normal plants in the area reduce their growth and food production\ + \ by half, as if affected by the stunt growth effect of diminish plants.

Living Death: Any creatures of Small size\ + \ or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning\ + \ or dismembering the corpses prevents them from rising as zombies.

Plague: Every day at sundown,\ + \ all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided\ + \ at the time of casting): 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.\ + \ This is a disease effect.

" + 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).

You\ + \ can use cyclic reincarnation on someone who was killed by a death effect or\ + \ turned into an undead creature and then destroyed, but nonhumanoids so restored always return\ + \ to life with the young creature simple template (or as a juvenile, in the case of 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.

A spontaneous spellcaster takes\ + \ this damage based on the highest-level evil spell she knows, even if she has\ + \ no remaining spell slots available to cast that spell. A creature with evil\ + \ spell-like abilities takes this damage based on the highest-level evil spell-like\ + \ ability it can use. A creature who doesn\u2019t cast spells but is the willing\ + \ beneficiary of evil spells takes this damage based on the highest-level evil\ + \ spell currently affecting it, including spells that affect an area such as desecrate. A creature subject to the harmful effects of an evil spell are\ + \ unaffected unless it voluntarily accepted the spell\u2019s effects.

" + 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\u2019\ + s 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.

Alternatively, you can name either one event lasting no more than\ + \ 10 minutes per caster\ + \ level or a single topic (defined at the GM\u2019s discretion) such as a\ + \ shameful secret of the king that was recently revealed or a small revolt that\ + \ was quelled messily, and erase all recollection of that subject from the minds\ + \ of all creatures within the area. Memory of facts and topics that are common\ + \ knowledge (information with a Knowledge check DC of 10 or less) cannot be stolen via this spell.

The\ + \ lost memories are stored in the focus gem (which grows dull inside and cannot\ + \ be used as a focus or material component for any other spell, including another\ + \ casting of this spell). The targets emanate no magic and the spell cannot be\ + \ dispelled from them; only the focus retains a magic aura, and only by targeting the gem can the spell be dispelled, disjoined,\ + \ or suppressed with antimagic. If the gem is destroyed or the spell is dispelled\ + \ (which destroys the gem), all stolen memories return to the affected creatures.

" + 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\u2019\ + s 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.

You gain a morale bonus on melee attack rolls, melee damage rolls, Acrobatics checks, and armor class equal to +1 per 3 caster levels (maximum +5 at 15th level). The bonus to AC is lost under any\ + \ circumstances that would cause you to lose your Dexterity bonus to AC. You must remain moving for the spell to stay in effect.\ + \ If in any round you do not either move at least 10 feet or make a melee attack,\ + \ the spell\u2019s duration ends.

" + 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.

The darkness can move up to 100 feet per round.\ + \ The effect winks out if the distance between you and it exceeds the spell\u2019\ + s range.

This spell can be made permanent with a permanency spell.

" + 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.

You\ + \ can only have one dancing lights spell active at any one time. If you\ + \ cast this spell while another casting is still in effect, the previous casting\ + \ is dispelled. If you make this spell permanent, it does not count against this\ + \ limit.

Dancing lights can be made permanent with a permanency\ + \ spell.

" + 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.

Once the spell has been\ + \ cast, you don\u2019t need to have line of effect to the targets or their shadows\ + \ to communicate back and forth.

The shadow communication is audible, so\ + \ it can be intercepted by adversaries who succeed at a DC 25 Perception check. The spell can be silenced. You can\u2019t cast spells on\ + \ subjects or otherwise establish line of effect through the shadows, but spells\ + \ that allow you to speak or understand languages work normally across dark whispers.

" + 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.

If\ + \ darkness is cast on a small object that is then placed inside or under\ + \ a lightproof covering, the spell\u2019s effect is blocked until the covering\ + \ is removed.

This spell does not stack with itself. Darkness can\ + \ be used to counter or dispel any light spell of equal or lower spell level.\ + \

" + 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.

The illumination level in the affected area no longer changes when\ + \ non-magical light enters it. Any magical effect must succeed at a caster level check (DC =\ + \ 10 + your caster\ + \ level) in order to change the light level within the spell\u2019s radius.\ + \ Darkvault has no effect on spells or effects that would make the spell\u2019\ + s area darker.

The spell must be cast on an area, such as a cave or room.\ + \ A spellcaster of 11th level or higher can make darkvault permanent\ + \ with a permanency spell, at a cost of 7,500 gp.

" + 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.

Darkvision + can be made permanent with a permanency + spell.

+ + ' + 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.

Any creature\ + \ that threatens that square must succeed at a Will save or make an attack of opportunity against the image. The image\u2019s AC is equal to\ + \ 10 + 1/2 your caster\ + \ level, but as a figment, the image is unaffected by any attack.

" + 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.

If daylight is cast on a small object that is then placed\ + \ inside or under a light-proof covering, the spell\u2019s effects are blocked\ + \ until the covering is removed.

Daylight brought into an area of\ + \ magical darkness (or vice versa) is temporarily negated, so that the otherwise\ + \ prevailing light conditions exist in the overlapping areas of effect.

Daylight\ + \ counters or dispels any darkness spell of equal or lower level, such as darkness.

" + 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\u2019\ + s 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\u2019s 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.

If the undead has the frightful presence, incorporeal, light blindness, light sensitivity, stench, sunlight powerlessness, or unnatural aura abilities, the spell suppresses them. An undead creature whose touch normally deals damage, ability drain, or energy drain doesn\u2019t do so while under the spell\u2019s effects.

The\ + \ target of this spell may end its duration at any time as a standard action.

" + 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.

Dazed Condition: The creature is unable to act normally. A dazed + creature can take no actions, but has no penalty to AC.

+ + ' + 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.

The wielder of a dazzling blade can discharge\ + \ the spell into a blinding burst of silvery light as a free action. The wielder selects an adjacent opponent as the focal point\ + \ of this burst of light\u2014that creature must make a Will save to avoid being blinded for 1 round (with a successful save, the creature is instead dazzled for\ + \ 1 round).

Despite its shiny appearance, a dazzling blade grants\ + \ no extra benefit against creatures that are vulnerable to silver.

" + 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.

    \n
  • Attack: You may throw the\ + \ arrow up to Medium range or fire it from a bow up to the bow\u2019s maximum\ + \ range. Either use is a ranged touch attack. The arrow deals 1d6 points of electricity\ + \ damage + 1 point per level (maximum +5).
  • \n
  • Beacon: You throw\ + \ or fire the arrow straight up. When it reaches maximum range or a solid surface\ + \ (such as the roof of a cave) it explodes in a peal of thunder and forms a forked\ + \ bolt of electricity resembling Erastil\u2019s holy symbol, which lingers for\ + \ 1 round. The thunder and lightning are as loud and bright as natural thunder\ + \ and lightning, but they do not harm any nearby creatures
  • \n
" + 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.

You gain + a +4 sacred + bonus on all Survival + checks for the duration of the spell, and you do not have to move at half your + speed while traveling through the wilderness or while tracking.

+ 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.

With a flourish, you immediately + end your performance, dealing 2d8 points of sonic damage to each target. In addition, + each target takes 3d6 points of bleed + damage for 1d6 rounds. A save negates the bleed + damage but not the sonic damage.

+ 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).

If the spell targets an object or appears in a certain location,\ + \ it must target or be centered on your corpse.

The following spells can\ + \ be companion spells for deadman\u2019s contingency: animate\ + \ dead (animating your corpse as an uncontrolled skeleton or zombie), disintegrate, fireball, gentle repose, magic mouth, major image (with a duration of 3 rounds), permanent image, sending, stinking cloud, and teleport object.

" + 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\u2019s 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.

A\ + \ target with 201 or more hit points that fails its saving throw manages to keep its heart from leaping\ + \ out of its chest, but it is still staggered for 1 minute and takes 1d4 points of Constitution drain and 1d4 points of Constitution bleed.

Regardless of its current hit points, if the target succeeds at its Fortitude save, it is still staggered until the beginning of your next turn as it feels its heart wrenching\ + \ within its chest.

" + 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 \u2013\ + 1 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.

\n" + 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\u2019\ + s 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.

Your target can also willingly\ + \ trigger this psychic burst as an immediate action. You can specify conditions (such as being captured) when\ + \ she should do so, though such orders are considered dangerous and allow the\ + \ subject a new Will saving throw with a +2 bonus.

" + 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. +

This spell does not remove negative + levels that the subject has already gained, but it does remove the penalties + from negative + levels for the duration of its effect.

Death ward does not + protect against other sorts of attacks, even if those attacks might be lethal. +

+ 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: '' + 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.

\n

Editor\u2019s Note

\n
\n

Does deathwatch detect things you can\u2019\ + t see?

\n

The following information was provided by Michael Brock, who previously\ + \ served as Pathfinder Society\u2019s campaign coordinator. He is not a developer,\ + \ but this information likely applies to PFS organized play:

\n

\u201C\ + It is intended to be used only on creatures already perceived.\_You have to be\ + \ able to see the creature to 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).\_It doesn\u2019t magically advise or let\ + \ you see or know there is an invisible creature or a very stealthy creature in\ + \ the area and what the health and condition of that creature is.\u201D

\n\ +

[Source]

\n
\n
" + 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.

When\ + \ you drink a potion affected by this spell, you do not gain the potion\u2019s normal effect.\ + \ Instead, the first necromancy spell you cast within the next minute is cast at a higher caster level. The bonus\ + \ to caster level\ + \ is equal to the spell level of the spell used to create the potion that deathwine\ + \ affects. For example, a 5th-level wizard who drinks deathwine made from a potion of cure\ + \ serious wounds would cast his next necromancy spell as an 8th-level caster, as cure serious wounds is a 3rd-level spell.

In addition, any undead creature (or other creature healed by negative energy) that drinks\ + \ a potion\ + \ affected by deathwine is healed of 1d8 points of damage. Any potion not imbibed\ + \ before this spell\u2019s duration expires is destroyed at the end of the deathwine\u2019\ + s duration.

" + 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.

Each\ + \ time the spell\u2019s subject makes an attack or casts a spell, it must succeed\ + \ at a Will\ + \ saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles), Intelligence (in the case of witches), or Wisdom (in the case of clerics). If it fails the saving throw, it deals half damage with the attack\ + \ or spell. You can dismiss this spell as an immediate action when the target confirms a critical hit; doing so negates the critical hit. The attack that you negated still hits, but only deals half\ + \ damage.

" + 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.

This spell can be cast as a standard action or as a full-round action. If cast as a standard action, it takes effect in 1d4 rounds following the spell\u2019\ + s casting. If cast as a full-round action, it takes effect 1 round after its casting. Enemies with\ + \ 4 Hit Dice or fewer are panicked, enemies with 5\u20138 Hit Dice are cowering, and enemies with more than 8 Hit Dice are shaken.

" + 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).

As long as you are within close range of the target,\ + \ as a standard action you can suppress or resume the effects of this spell, allowing\ + \ you to let the target seem to be telling the truth at some times and still seem\ + \ to be lying at others.

" + 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.

When\ + \ a spell such as dispel magic would end one of your spells that\u2019s affecting you, you\ + \ can dismiss deceptive redundancy as an immediate action to attempt an opposed caster level check against the spellcaster. If you succeed, the dispelling\ + \ effect fails to end your spell, and your spell\u2019s aura becomes difficult\ + \ to detect for 1 round per caster level. Any divination attempted during this time fails to perceive the spell\u2019s\ + \ aura unless the caster succeeds at a caster level check (DC = 15 + your caster level). Deceptive redundancy is most effective when hiding auras for\ + \ spells that don\u2019t have easily perceived effects, rather than visually obvious\ + \ spells such as enlarge person or fire shield.

" + 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\u2019\ + s head becomes detachable so long as she removes it willingly. While the target\u2019\ + s 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.

While detached, the target\u2019s head appears to be dead. The target\ + \ can\u2019t see through its eyes or hear events around the head. The target\u2019\ + s body knows the direction and distance to its head. Without additional protection,\ + \ the severed head has AC 7, hardness 5, and 10 hit points. Destroying the head while the spell is in effect kills the target\ + \ of the spell. If the spell\u2019s duration expires normally without the head\ + \ being reattached, the target dies. If either the target or the head are removed\ + \ to a different plane, or if the spell is dispelled, the head teleports back\ + \ to its owner and reattaches without further harm.

" + 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.

Decrepit + disguise can be made permanent with a permanency spell by a caster of 9th level or higher + for the cost of 500 gp.

' + 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.

This spell\ + \ does not stack with itself. Deeper darkness can be used to counter or\ + \ dispel any light spell of equal or lower spell level.

" + 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.

You + gain damage + reduction 5/bludgeoning. Once the bone has prevented a total of 5 points of + damage per caster level + (maximum 50 points), it is destroyed and the spell is discharged. This spell has + no effect if you have damage + reduction from another source.

+ 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\u2019s 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.

\n" + 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).

If a critical + hit is confirmed against you, you can dismiss this spell as an immediate + action to negate the critical and make the attack instead deal normal damage.

+ 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.

You can instead cast this\ + \ spell immediately after a failed Bluff, Diplomacy,\ + \ or Intimidate check,\ + \ causing the target of that check to believe that a different creature you designate\ + \ within spell range was responsible for the content of that failed check. Using\ + \ the spell in these ways doesn\u2019t compel the target to undertake a specific\ + \ action in response to its belief of where the blame lies.

" + 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.

This applies\ + \ to any melee or ranged attack directed against you so long as it uses an attack\ + \ roll to determine whether or not it strikes you. If an attack misses you,\ + \ the attacker must make a second attack roll against its own Armor Class, using all of the applicable modifiers of the original attack\ + \ and if it hits, the attacker takes the attack\u2019s damage and suffers all\ + \ the other consequences of getting struck with that attack. You cannot deflect\ + \ attacks that miss you for any reason besides a failed attack roll (such as concealment). Similarly, you cannot deflect attacks that actually do strike\ + \ you but simply fail to do any harm.

" + 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 \u201Cdrop\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\u2019t 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.

\n" + 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.

At any point during the duration\ + \ of this extract, you can cause the companion extract to take effect as an immediate\ + \ action. You can only have one delayed consumption in effect at one time.\ + \ If a second is consumed, the first is dispelled without any effect.

" + 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\u2019\ + s delectable flesh must succeed at a Will save or spiral into a depraved state from which they gain a single purpose\u2014\ + to 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.

A\ + \ depraved creature gains a bite attack, two claw attacks, and the scent ability if it didn\u2019t already have them. It drops any items it\ + \ was carrying and attacks the target of the spell with these natural weapons, acting as if it were confused and the target had attacked it first. This effect lasts for the\ + \ spell\u2019s duration or until the depraved creature can no longer see or smell\ + \ the object of its hunger for a full minute. Additionally, a depraved creature\ + \ can attempt a new saving throw to end this effect at the end of any turn in\ + \ which the affected creature makes an attack against the object of its hunger.\ + \ If a creature that eats for nourishment succeeds at a save to end the depraved\ + \ effect early, it takes a \u20132 penalty on ability checks, attack rolls, concentration checks, saving throws, and skill checks whenever it is within\ + \ 15 feet of the target.

" + 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.

The demand\u2019s message to the\ + \ creature must be 25 words or less, including the suggestion. The creature\ + \ can also give a short reply immediately.

" + 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\u2019re 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.

Diplomacy + checks made to reverse the effects of denounce are made at a -10 penalty.

+ 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.

A\ + \ jinxed creature takes a \u20132 penalty on all Diplomacy, Intimidate,\ + \ and Perform checks until\ + \ the hair begins to regrow 1 week later, or until the damage can be concealed\ + \ with a successful Disguise\ + \ or Heal check (the DC is\ + \ equal to the original save DC of the spell). A successful break\ + \ enchantment, remove curse, or similar effect instantly regrows the target\u2019s hair\ + \ or fur and removes the spell\u2019s effects.

" + 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.

If the desecrated area + contains an altar, shrine, or other permanent fixture dedicated to your deity + or aligned higher power, the modifiers given above are doubled (+6 profane bonus + to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for + undead created in the area).

Furthermore, anyone who casts animate dead + within this area may create as many as double the normal amount of undead (that + is, 4 HD per caster level rather than 2 HD per caster level).

If the area + contains an altar, shrine, or other permanent fixture of a deity, pantheon, or + higher power other than your patron, the desecrate spell instead curses + the area, cutting off its connection with the associated deity or power. This + secondary function, if used, does not also grant the bonuses and penalties relating + to undead, as given above.

Desecrate counters and dispels consecrate.

+ 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.

No matter what sort of object you picked, it functions\ + \ as a one-handed improvised weapon appropriate for your size and that deals 1d6\ + \ points of damage for a Medium creature (1d4 for Small creatures). The item deals\ + \ the type of damage you choose (bludgeoning, piercing, or slashing) when casting\ + \ the spell, though the object you request must conform to the damage type.

The\ + \ spell ends prematurely if the improvised weapon leaves your grasp. The object\ + \ has no value and can\u2019t be used for other functions other than as an improvised\ + \ weapon (for instance, this spell doesn\u2019t allow you to conjure an expensive\ + \ spyglass and sell it or use its other abilities, but you could still use it\ + \ to beat someone over the head). The conjured object can\u2019t already be a\ + \ manufactured weapon, even in a location where you might expect to see manufactured\ + \ weapons. It can be an object that would normally make for an unusual improvised\ + \ weapon, like a herring at a fish market, and it still deals its full damage.

" + 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.

You must succeed at a ranged\ + \ touch attack to affect the target. The target takes 12d6 points of damage\ + \ + 1 point per caster\ + \ level, or 3d6 points of damage + 1 point per caster level on a successful saving throw. A cyborg or android can be damaged\ + \ by this spell, but takes half damage and gains a +4 bonus on the saving throw\ + \ to resist the spell\u2019s effects.

" + 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.

+ +

1st Round: Presence or absence of that kind of animal + or plant + in the area.

+ +

2nd Round: Number of individuals of the specified kind in the area and + the condition of the healthiest specimen.

+ +

3rd Round: The condition (see below) and location of each individual + present. If an animal + or a plant + is outside your line of sight, then you discern its direction but not its exact + location.

+ +

Conditions: For purposes of this spell, the categories of condition + are as follows:

+ +
    + +
  • Normal: Has at least 90% of full normal hit points, free of disease.
  • + +
  • Fair: 30% to 90% of full normal hit points remaining.
  • + +
  • Poor: Less than 30% of full normal hit points remaining, afflicted + with a disease, + or suffering from a debilitating injury.
  • + +
  • Weak: 0 or fewer hit points remaining, afflicted with a disease + that has reduced an ability score to 5 or less, or crippled.
  • + +
+ +

If a creature falls into more than one category, the spell indicates the weaker + of the two.

+ +

Each round you can turn to detect a kind of animal + or plant + in a new area. 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: 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.

Instead of Intelligence, the second round of concentration reveals each mind\u2019s Wisdom score and current degree of fear (shaken, frightened, panicked, cowering, or paralyzed with fear). If the highest Wisdom score is 26 or higher (and at least 10 points higher than your own\ + \ Wisdom score), you are stunned for 1 round and the spell ends.

Instead of surface thoughts,\ + \ the third round of concentration reveals the most pressing current anxiety of any mind in the\ + \ area (Will\ + \ negates).

Presenting a creature with the threat of its anxiety grants\ + \ you a +2 bonus (or higher, at the GM\u2019s discretion) on checks to Intimidate that creature.

" + 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.

1st Round:\ + \ Presence or absence of creatures with the demon subtype, creatures possessed by demons, creatures under the effects of spells or spell-like abilities cast by demons, or creatures otherwise tainted by demons. Creatures tainted by demons include tieflings with demonic heritages, sorcerers with abyssal bloodlines, creatures affected by a succubus\u2019s profane gift, creatures with demonic implants, or creatures who have the\ + \ Demonic Obedience feat, and those under significant demonic influence as determined\ + \ by the GM. This spell does not detect creatures of chaotic evil alignment who are not demons or significantly influenced by demons.

Additionally, this spell detects whether or not a portal or\ + \ similar magical passage leads to the Abyss.

2nd Round: Number of\ + \ evil auras shed by creatures with the demon subtype in the area, as well as the power of the most potent evil aura\ + \ present. If you are of good alignment, and the strongest evil aura\u2019s strength is overwhelming; if\ + \ the creature has HD equal to at least twice your character level, you are stunned\ + \ for 1 round and the spell ends.

3rd Round: The power and location\ + \ of each aura, and what demon lord, if any, a demon is most closely affiliated with. If an aura is outside your line of\ + \ sight, you discern the direction but not its exact location. Affiliation to\ + \ a demon lord is only revealed when the creature detected is a demon (not merely a creature tainted by a demon). Demons receive a Will saving throw to resist revealing what demon lord they are affiliated with. If the demon succeeds at this saving throw or is not forsworn to a demon lord, you know only that this aspect of the spell returned no information.

Aside\ + \ from what is detailed above, this spell otherwise functions similarly to detect evil in terms of aura power, lingering auras, overwhelming auras,\ + \ and so forth.

" + 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.

Instead of Intelligence, the second round of concentration reveals each mind\u2019s Charisma score. If the highest Charisma score is 26 or higher (and at least 10 points higher than your own\ + \ Charisma score), you are stunned for 1 round and the spell ends.

Instead of surface thoughts,\ + \ the third round of concentration reveals the most pressing current desire of any mind in the\ + \ area (Will\ + \ negates).

Presenting a creature with an opportunity to fulfill a significant\ + \ desire grants you a +2 circumstance bonus (or higher, at the GM\u2019s discretion) on Diplomacy checks to influence\ + \ it.

" + 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.

1st Round:\ + \ Presence or absence of evil.

2nd Round: Number of evil auras (creatures,\ + \ objects, or spells) in the area and the power of the most potent evil aura present.

If\ + \ you are of good alignment, and the strongest evil aura\u2019s power is overwhelming\ + \ (see below), and the HD or level of the aura\u2019s source is at least twice\ + \ your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power\ + \ and location of each aura. If an aura is outside your line of sight, then you\ + \ discern its direction but not its exact location.

" + 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.

1st Round:\ + \ Presence or absence of magical auras.

2nd Round: Number of different\ + \ magical auras and the power of the most potent aura.

3rd Round:\ + \ The strength and location of each aura. If the items or creatures bearing the\ + \ auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved\ + \ in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level\ + \ for a nonspell effect.) If the aura emanates from a magic item, you can attempt\ + \ to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local\ + \ magical emanations may distort or conceal weaker auras.

Aura Strength:\ + \ An aura\u2019s power depends on a spell\u2019s functioning spell level or an\ + \ item\u2019s caster level; see the accompanying table. If an aura falls into\ + \ more than one category, detect magic indicates the stronger of the two.

\n\n\nSpell or Object\nAura Power\n\n\ + \nFaint\nModerate\nStrong\nOverwhelming\n\n\n\n\ + \nFunctioning spell (spell level)\n3rd or lower\n4th-6th\n7th-9th\n\ + 10th+ (deity-level)\n\n\nMagic\ + \ item (caster level)\n5th or lower\n6th-11th\n12th-20th\n21st+ (artifact)\n\n\n

Lingering Aura: A magical\ + \ aura lingers after its original source dissipates (in the case of a spell) or\ + \ is destroyed (in the case of a magic item). If detect magic is cast and\ + \ directed at such a location, the spell indicates an aura strength of dim (even\ + \ weaker than a faint aura). How long the aura lingers at this dim level depends\ + \ on its original power:

\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n
Original StrengthDuration of\ + \ Lingering Aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6x10 minutes
Overwhelming1d6 days

Outsiders and elementals\ + \ are not magical in themselves, but if they are summoned, the conjuration spell\ + \ registers. Each round, you can turn to detect magic in a new area. 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.

Detect magic\ + \ can be made permanent with a permanency spell.

" + 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.

You + can specify all metal objects or one or more specific types of metal (such as + silver, cold + iron, or a type of skymetal) when you cast this spell; in the case of the + latter, you detect only objects or creatures made of the specified metal.

+ 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.

\n

First Round:\ + \ You sense the presence or absence of a mindscape. At least one of the creatures\ + \ inside the mindscape must be within the cone-shaped area for you to detect the\ + \ mindscape.

\n

Second Round: You sense the number of consciousnesses\ + \ inside the mindscape. Not all of the creatures within the mindscape must be\ + \ standing inside the cone-shaped area of the spell for you to count them; only\ + \ one is required to get this reading. However, you can\u2019t determine the location\ + \ of the creatures if you can\u2019t see the creatures themselves. You sense their\ + \ presence only in an abstract way.

\n

Third Round: You sense an image\ + \ of what\u2019s taking place inside the mindscape. The creature controlling the\ + \ mindscape can sense your efforts, and if it does not wish you to view the mindscape,\ + \ it can prevent this viewing with a successful Will save. Otherwise, you perceive the visuals remotely, as if watching through\ + \ a window. If a creature has disguised itself, You see only the creature\u2019\ + s mental mask (not its true form).

\n

Each round, you can turn to detect\ + \ mindscapes in a new area.

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.

If you are within a mindscape when you cast this spell,\ + \ you become aware you\u2019re in a mindscape. On the second round, you can still\ + \ detect how many consciousnesses are inside, but you don\u2019t get the image\ + \ of the mindscape in the third round.

" + 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\u2019\ + t 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">
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.

\n

1st\ + \ round: Whether or not the subjects are related by blood.

\n

2nd\ + \ round: Number of related subjects and their general relation to one another\ + \ (for example, this would reveal that one subject is a descendant of the other,\ + \ but it would not specify \u201Cmother\u201D or \u201Cgrandmother\u201D).

\n\ +

3rd round: Precise relationship between subjects in the area. A target\u2019\ + s Will\ + \ save prevents you from determining its exact relationship with another creature,\ + \ and only one subject needs to succeed at this save to prevent you from determining\ + \ its relationship with another creature. (So, for instance, if two brothers are\ + \ in the area and one succeeds at his Will save, you could tell that they are siblings, but could not distinguish\ + \ whether they are full- or half-siblings.) Each round, you can turn to detect\ + \ relations in a new area. The spell can penetrate barriers, but 6 inches of stone,\ + \ 1 inch of common metal, a thin sheet of lead, or 1 foot of wood or dirt will\ + \ block it.

\n

This spell functions by analyzing the blood and minds\ + \ of creatures in the area, collectively examining these traits and comparing\ + \ them to those of others in the area while looking for patterns. Thus, adoptive\ + \ siblings and parents cannot be detected with this spell, since they share no\ + \ blood.

" + 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.

If the scrying attempt originates within the area, you also know\ + \ its location; otherwise, you and the scrier immediately make opposed caster\ + \ level checks (1d20 + caster level). If you at least match the scrier\u2019s\ + \ result, you get a visual image of the scrier and an accurate sense of his direction\ + \ and distance from you.

" + 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.

1st Round: Presence or absence of secret doors.

2nd Round: Number of secret doors and the location of each. If an + aura is outside your line of sight, then you discern its direction but not its + exact location.

Each Additional Round: + The mechanism or trigger for one particular secret portal closely examined by + you.

Each round, you can turn to detect secret doors in a new area. 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: 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.

Detect snares and pits does detect certain + natural hazards- quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural + rock (a deadfall). It does not reveal other potentially dangerous conditions. + The spell does not detect magic traps (except those that operate by pit, deadfall, + or snaring; see the spell snare), + nor mechanically complex ones, nor those that have been rendered safe or inactive.

The + amount of information revealed depends on how long you study a particular area.

+ +

1st Round: Presence or absence of hazards.

+ +

2nd Round: Number of hazards and the location of each. If a hazard is + outside your line of sight, then you discern its direction but not its exact location.

+ +

Each Additional Round: The general type and trigger for one particular + hazard closely examined by you.

+ +

Each round, you can turn to examine a new area. 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: 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.

1st Round: Presence or absence of thoughts (from conscious creatures\ + \ with Intelligence scores of 1 or higher).

2nd\ + \ Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own\ + \ Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine\ + \ the location of the thinking minds if you can\u2019t see the creatures whose\ + \ thoughts you are detecting.

3rd Round:\ + \ Surface thoughts of any mind in the area. A target\u2019s Will save prevents you from reading its thoughts, and you must cast detect\ + \ thoughts again to have another chance. Creatures of animal intelligence\ + \ (Int 1 or 2) have simple, instinctual thoughts.

Each round, you can\ + \ turn to detect thoughts in a new area. 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: 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.

\n

1st Round: Presence or absence of undead\ + \ auras.

\n

2nd Round: Number of undead auras in the area and the\ + \ strength of the strongest undead aura present. If you are of good alignment,\ + \ and the strongest undead aura\u2019s strength is overwhelming (see below), and\ + \ the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

\n

3rd Round: The strength\ + \ and location of each undead aura. If an aura is outside your line of sight,\ + \ then you discern its direction but not its exact location.

\n

Aura Strength:\ + \ The strength of an undead aura is determined by the HD of the undead creature,\ + \ as given on the table below.

\n

Lingering Aura: An undead aura lingers\ + \ after its original source is destroyed. If detect undead is cast and\ + \ directed at such a location, the spell indicates an aura strength of dim (even\ + \ weaker than a faint aura). How long the aura lingers at this dim level depends\ + \ on its original power, as given on the table below.

\n
\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\ + \n\n
HDStrengthLingering Aura Duration
1 or lowerFaint1d6 rounds
2-4Moderate1d6 minutes
5-10Strong1d6 x 10 minutes
11 or\ + \ higherOverwhelming1d6 days

Each round, you can turn\ + \ to detect undead in a new area. 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: 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.

1st Round:\ + \ Presence or absence of the faithful.

2nd Round: Number of individual\ + \ faithful in the area.

3rd Round: The exact location of each worshiper.\ + \ If a fellow worshiper is outside your line of sight, then you discern his direction\ + \ but not his exact location.

Each round, you can rotate to detect worshipers\ + \ in a new area.

The spell can penetrate barriers, but a sheet of lead,\ + \ 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt blocks it.\ + \ A creature\u2019s personal interpretation of its beliefs determines whether\ + \ or not it is of the same faith as you\u2014hence heretics and splinter cultists\ + \ of your deity still count as worshipers of that deity. Furthermore, since the\ + \ spell picks up a creature\u2019s current beliefs and feelings, a creature actively\ + \ pretending to be a member of the same faith also appears to the spell to be\ + \ a member. Thus, the spell is still useful in locating potential hidden members\ + \ of the same faith among the general populace, but on its own, it doesn\u2019\ + t weed out spies.

" + 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.

Determine + depth can be used on earthen, plaster, stone, or wooden surfaces, but not on walls + made of metal or other, harder materials. This spell is useful to casters who + want to get an idea of their surroundings, and as a preliminary measure to casting + spells such as passwall + or dimension + door.

+ 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.

One + round after completing the casting of the spell, the energy explodes from your + body.

When this spell creates the explosion of energy, choose one of the + following four energy types: acid, cold, electricity, or fire. The explosion inflicts + 1d8 points of damage of that energy type per caster + level (maximum 10d8) to all creatures and unattended objects within 15 feet, + and half that amount to targets past 15 feet but within 30 feet. You automatically + take half damage from the explosion, without a Saving Throw, but any other energy + resistance or energy immunity + effects you may have in place can prevent or lessen this overflow damage caused + by the explosion.

' + 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.

Any outsider passing through this circle must succeed at a Will save or be caught within. Once trapped, a creature must succeed at a\ + \ Will\ + \ save as a standard action to physically exit the confines of the circle, teleport,\ + \ or use any form of extradimensional travel (as per dimensional anchor). Contained outsiders can still attack adjacent creatures outside of the circle, or target\ + \ others with ranged attacks, spells, and spell-like abilities. Despite the spell\u2019s name, devil snare captures\ + \ outsiders of any type, not only devils.

As a standard action, you can dismiss the circle, expelling any outsiders still trapped within to their planes of origin (as per dismissal).\ + \ An outsider can resist this effect with a successful Will save, enabling it to remain after the spell is dismissed.

" + 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\u2019s 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.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Table: + Dictum Effects by HD
HDEffect
Equal to caster levelDeafened
Up to caster level -1Staggered, + deafened
Up to caster level -5Paralyzed, + staggered, + deafened
Up to caster level -10Killed, paralyzed, + staggered, + deafened

The effects are cumulative and concurrent. A successful Will + save reduces or eliminates these effects. Creatures affected by multiple effects + make only one save and apply the result to all the effects.

Deafened: + The creature is deafened + for 1d4 rounds. Save negates.

Staggered: + The creature is staggered + for 2d4 rounds. Save reduces the staggered + effect to 1d4 rounds.

Paralyzed: + The creature is paralyzed + and helpless + for 1d10 minutes. Save reduces the paralyzed + effect to 1 round.

Killed: Living creatures + die. Undead creatures are destroyed. Save negates. If the save is successful, + the creature instead takes 3d6 points of damage + 1 point per caster level (maximum + +25).

Furthermore, if you are on your home plane when you cast this spell, + non-lawful extraplanar creatures within the area are instantly banished back to + their home planes. Creatures so banished cannot return for at least 24 hours. + This effect takes place regardless of whether the creatures hear the dictum + or not. The banishment effect allows a Will + save (at a -4 penalty) to negate.

Creatures whose Hit Dice exceed your caster + level are unaffected by dictum.

' + 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).

Your companion or familiar + cannot intercept effects that do not affect creatures of its type (e.g., dominate person).

+ 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.

If you arrive in a place that is already occupied by a solid body,\ + \ you and each creature traveling with you take 1d6 points of damage and are shunted\ + \ to a random open space on a suitable surface within 100 feet of the intended\ + \ location.

If there is no free space within 100 feet, you and each creature\ + \ traveling with you take an additional 2d6 points of damage and are shunted to\ + \ a free space within 1,000 feet. If there is no free space within 1,000 feet,\ + \ you and each creature traveling with you take an additional 4d6 points of damage\ + \ and the spell simply fails.

" + 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.

A dimensional anchor does + not interfere with the movement of creatures already in ethereal or astral form + when the spell is cast, nor does it block extradimensional perception or attack + forms. Also, dimensional anchor does not prevent summoned creatures from + disappearing at the end of a summoning 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.

Attacks made with the weapon are melee touch + attacks that ignore all armor. Force effects, such as mage + armor and shield, + still apply their AC against attacks made with a dimensional blade. Bludgeoning + weapons used to make attacks with this spell deal half damage and are treated + as slashing weapons. If the weapon leaves your hand before the end of the spell, + the effect ends.

+ 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.

A dimensional lock + does not interfere with the movement of creatures already in ethereal or astral + form when the spell is cast, nor does it block extradimensional perception or + attack forms. Also, the spell does not prevent summoned creatures from disappearing + at the end of a summoning spell.

+ 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.

+ +

Prune Growth: This version of the spell causes normal vegetation within + long range (400 feet + 40 feet per level) to shrink to about one-third normal + size, becoming untangled and less bushy. The affected vegetation appears to have + been carefully pruned and trimmed. This version of diminish plants automatically + dispels any spells or effects that enhance plants, such as entangle, + plant + growth, and wall + of thorns.

+ +

At your option, the area can be a 100-foot-radius circle, a 150-foot-radius + semicircle, or a 200-foot-radius quarter-circle. You may also designate portions + of the area that are not affected.

+ +

Stunt Growth: This version of the spell targets all normal plants within + a range of 1/2 mile, reducing their potential productivity over the course of + the following year to half normal.

+ +

This spell has no effect on plant creatures.

' + 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.

The shadowy knights appear in an adjacent 10-foot + square and ride forward in the direction you indicate, dealing 1d6 points of damage + per caster level + (maximum 20d6) to all creatures in their path. Half of this damage is cold damage, + while half results directly from arcane power and is not subject to cold resistance + or immunity. + The knights cannot pass through force effects or barriers that block incorporeal + creatures or undead.

+ 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.

Each round, you may concentrate + on a different target.

+ 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.

To find a\ + \ creature with the spell, you must have seen the creature or have some item that\ + \ once belonged to it. To find an object, you must have touched it at least once.

" + 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.

You must specify a minimum\ + \ value to detect when you cast this spell (such as 1 gp, 100 gp, or 1,000 gp).\ + \ The amount of information revealed depends on how long you study a particular\ + \ area or subject.

\n
    \n
  • 1st Round:\ + \ Presence or absence of objects worth at least the specified amount.
  • \n
  • 2nd\ + \ Round: The most valuable object in range glows brighter than all of the\ + \ others. If an aura is outside your line of sight, then you discern its direction\ + \ but not its exact location.
  • \n
  • 3rd Round: Objects whose values\ + \ are within 10% of the most valuable item in range glow slightly.
  • \n
\n\ +

The spell\u2019s effect does not indicate whether an item has magical\ + \ properties and does not detect artifacts or items that are priceless.

" + 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.

\n" + 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.

Creatures in the + area take 3d6 points of sonic damage and are pushed away as if bull + rushed. Make a combat + maneuver check and apply its results to each creature in the area. Your CMB + for this bull + rush is equal to your caster + level plus your Charisma + modifier. This bull + rush does not provoke an attack + of opportunity. A discordant blast cannot penetrate a silence + spell (or any similar magical silence effect).

+ 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.

When an inquisitor + casts this spell, the light emanation doubles (40-ft.-radius emanation) while + that inquisitor + has a judgment + active.

Light spells counter and dispel darkness spells of an equal or lower + level.

+ 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.

The\ + \ physical appearance of the deformity is subject to the caster\u2019s whim (most\ + \ demon worshipers choose deformities that reflect their Abyssal patron\u2019\ + s shape or form). The target takes one of the following penalties.

    \n
  • \u2013\ + 2 decrease to an ability score (minimum 1).
  • \n
  • \u20132 penalty on attack\ + \ rolls or saving throws.
  • \n
  • Land speed reduced by 5 feet.
  • \n

You\ + \ may also invent other effects, but they should be no more powerful than those\ + \ described above.

" + 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.

The spell does not provide the abilities or mannerisms\ + \ of the chosen form, nor does it alter the perceived tactile (touch) or audible\ + \ (sound) properties of you or your equipment. If you use this spell to create\ + \ a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize\ + \ it as an illusion.

" + 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.

You must make a successful ranged touch attack to hit. Any creature\ + \ struck by the ray takes 2d6 points of damage per caster level (to a maximum\ + \ of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely\ + \ disintegrated, leaving behind only a trace of fine dust. A disintegrated creature\u2019\ + s equipment is unaffected.

When used against an object, the ray simply disintegrates\ + \ as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates\ + \ only part of any very large object or structure targeted. The ray affects even\ + \ objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save\ + \ is partially affected, taking only 5d6 points of damage. If this damage reduces\ + \ the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only\ + \ the first creature or object struck can be affected; that is, the ray affects\ + \ only one target per casting.

" + 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.

First,\ + \ you gain a +3 deflection bonus to AC against attacks by chaotic neutral, lawful neutral,\ + \ neutral evil, and neutral good creatures. Against attacks by creatures whose\ + \ alignment is neutral with no other alignment components,\ + \ this deflection bonus is instead +5.

Second, upon making a successful melee\ + \ touch attack against a creature from another plane with a neutral component\ + \ to its alignment, you can banish that creature back to its home plane.

The\ + \ creature\u2019s spell resistance applies to this attempt, and the creature can negate this\ + \ effect with a successful Will save. If the creature\u2019s alignment is neutral with no other alignment components,\ + \ the creature takes a \u20132 penalty on this saving throw. This use discharges\ + \ and ends the spell.

Third, with a touch, you can automatically dispel any one enchantment spell cast by a creature with a neutral component to its alignment.\ + \ Spells that can\u2019t be dispelled by dispel magic also can\u2019t be dispelled by dispel balance. Saving throws\ + \ and spell resistance do not apply to this effect. This use discharges and ends\ + \ the spell.

" + 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.

First, you gain a +4 deflection bonus to AC against attacks by evil creatures.

Second, on\ + \ making a successful melee touch attack against an evil creature from another\ + \ plane, you can choose to drive that creature back to its home plane. The creature\ + \ can negate the effects with a successful Will save (Spell Resistance applies). This use discharges and ends the spell.

Third,\ + \ with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Spells\ + \ that can\u2019t be dispelled by dispel magic also can\u2019t be dispelled by dispel evil. Saving\ + \ throws and Spell Resistance do not apply to this effect. This use discharges\ + \ and ends the spell.

" + 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\u2019t 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.

You\ + \ choose to use dispel magic in one of two ways: a targeted dispel\ + \ or a counterspell.

Targeted Dispel:\ + \ One object, creature, or spell is the target of the dispel magic spell.\ + \ You make one dispel check (1d20 + your caster level) and compare that to the\ + \ spell with highest caster level (DC = 11 + the spell\u2019s caster level). If\ + \ successful, that spell ends. If not, compare the same result to the spell with\ + \ the next highest caster level. Repeat this process until you have dispelled\ + \ one spell affecting the target, or you have failed to dispel every spell.

For example, a 7th-level caster casts dispel\ + \ magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check\ + \ is not high enough to end the stoneskin (which would have required a 23 or\ + \ higher), but it is high enough to end the fly (which only required a 17). Had the dispel\ + \ check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving\ + \ the fly intact. Had the dispel check been a 16 or less, no spells would\ + \ have been affected.

You can also use a targeted\ + \ dispel to specifically end one spell affecting the target or one spell affecting\ + \ an area (such as a wall of fire). You must name the specific spell\ + \ effect to be targeted in this way. If your caster level check is equal to or\ + \ higher than the DC of that spell, it ends. No other spells or effects on the\ + \ target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the\ + \ effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to\ + \ end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check\ + \ against the item\u2019s caster level (DC = 11 + the item\u2019s caster level).\ + \ If you succeed, all the item\u2019s magical properties are suppressed for 1d4\ + \ rounds, after which the item recovers its magical properties. A suppressed item\ + \ becomes nonmagical for the duration of the effect. An interdimensional opening\ + \ (such as a bag of holding) is temporarily closed. A magic\ + \ item\u2019s physical properties are unchanged: A suppressed magic sword is still\ + \ a sword (a masterwork sword, in fact). Artifacts and deities are unaffected\ + \ by mortal magic such as this.

You automatically\ + \ succeed on your dispel check against any spell that you cast yourself.

Counterspell: When dispel magic is\ + \ used in this way, the spell targets a spellcaster and is cast as a counterspell.\ + \ Unlike a true counterspell, however, dispel magic may not work; you must\ + \ make a dispel check to counter the other spellcaster\u2019s spell.

" + 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.

Disrupt + silence temporarily negates magical silence within its area, so that normal + sounds can be heard within the overlapping areas of effect. Additionally, disrupt + silence can automatically counter or dispel any magical silence effect of + equal or lower level cast upon the same target, such as silence. If you cast disrupt silence on + the target of a higher-level silence effect, it functions as dispel magic instead of its normal function.

' + 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.

You + must make a ranged touch attack to hit, and if the ray hits an undead creature, + it deals 1d6 points of damage to it.

+ 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.

The\ + \ target item returns to existence when the spell\u2019s duration expires. An\ + \ item returns to existence in exactly the same location and condition it left.\ + \ If the location no longer has room for the item, the item takes 1d0 points of\ + \ damage (bypassing hardness) and is teleported to the nearest location that has room for it.\ + \ If that location is more than 5 feet from the original location, there is a\ + \ 25% chance the item is instead shifted to a randomly determined alternate plane.

" + 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.

Targets must save or gain the sickened + condition. Creatures that are immune to critical hits are immune to this spell.

+ 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.

Spells and spell-like abilities\ + \ cast or used by your secondary mind this way can\u2019t exceed 5th level.

" + 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.

As with augury, multiple divinations about the same topic by the same caster\ + \ use the same dice result as the first divination spell and yield the\ + \ same answer each time.

" + 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.

Affected undead must also make a Will save when they are first illuminated. Those who fail this save lose\ + \ all benefits of channel resistance and take a \u20132 penalty on all saving throws made against\ + \ positive energy effects.

" + 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.

Your size increases by one category, your height doubles,\ + \ and your weight increases by a factor of eight. Your features shift into those\ + \ of a cold and alien being of logic, a creature of primal chaos, an angelic presence,\ + \ or a fiendish monster, as chosen by you. You gain a +6 size bonus to Strength and Constitution, a +3 natural armor bonus, darkvision 60 ft., and spell resistance of 12 + your caster level. These modifiers replace the normal modifiers for increasing\ + \ your size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for your new size category.

This spell doesn\u2019\ + t change your base speed. Determine space and reach as appropriate for your new size.

If\ + \ insufficient room is available for the desired growth, you attain the maximum\ + \ possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see Breaking and Entering). If you fail, you are constrained without harm by\ + \ the materials enclosing you-the spell cannot crush you by increasing your size.

All\ + \ equipment you wear or carry is similarly enlarged by this spell. Melee weapons\ + \ deal more damage. Other magical properties are not affected by this spell. Any\ + \ enlarged item that leaves your possession (including a projectile or thrown\ + \ weapon) instantly returns to its normal size. This means that thrown and projectile\ + \ weapons deal their normal damage.

Magical effects that increase size do\ + \ not stack.

You gain additional abilities as noted below.

    \n
  • \n\ +

    Anarchic aspect: You gain the following abilities: an additional +2\ + \ bonus to Constitution, damage reduction 10/lawful, resist acid 10, electricity 10, and sonic 10, a +4 bonus on saves against\ + \ poison, blindsense 30 feet, and a fly speed of 60 feet (good maneuverability). You\ + \ gain a bite attack dealing 2d6 points of damage. Your natural weapons and any\ + \ weapons you wield are considered chaotic-aligned for the purpose of overcoming\ + \ damage reduction.

    \n
  • \n
  • \n

    Axiomatic aspect: You gain\ + \ the following abilities: an additional +2 bonus to Strength, damage reduction 10/chaotic, resist cold 10, electricity 10, and fire 10, a +4 bonus on saves against\ + \ poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You\ + \ gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons\ + \ and any weapons you wield are considered lawful-aligned for the purpose of overcoming\ + \ damage reduction.

    \n
  • \n
  • \n

    Celestial aspect: You gain\ + \ the following abilities: a +2 bonus to Dexterity, damage reduction 10/evil, resist acid 10, cold 10, and electricity 10, a +4 bonus on saves against\ + \ poison, low-light vision, and a fly speed of 60 feet (good maneuverability). You\ + \ gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons\ + \ and any weapons you wield are considered good-aligned for the purpose of overcoming\ + \ damage reduction.

    \n
  • \n
  • \n

    Fiendish aspect: You gain the\ + \ following abilities: an additional +2 bonus to Strength, damage reduction 10/good, resist acid 10, cold 10, and fire 10, a +4 bonus on saves against poison,\ + \ see in darkness, and a fly speed of 60 feet (good maneuverability). You gain\ + \ 2 claw attacks dealing 1d6 points of damage each. Your natural weapons and any\ + \ weapons you wield are considered evil-aligned for the purpose of overcoming\ + \ damage reduction.

    \n
  • \n

When used to assume an anarchic, axiomatic,\ + \ celestial, or fiendish aspect, this spell is a chaotic, lawful, good, or evil\ + \ spell respectively.

" + 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 \u201C\ + Fetch.\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.

Dominate animal establishes a mental link between\ + \ you and the subject creature. The animal can be directed by silent mental command\ + \ as long as it remains in range. You need not see the creature to control it.\ + \ You do not receive direct sensory input from the creature, but you know what\ + \ it is experiencing. Because you are directing the animal with your own intelligence,\ + \ it may be able to undertake actions normally beyond its own comprehension. You\ + \ need not concentrate exclusively on controlling the creature unless you are\ + \ trying to direct it to do something it normally couldn\u2019t do. Changing your\ + \ instructions or giving a dominated creature a new command is the equivalent\ + \ of redirecting a spell, so it is a move action.

" + 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.

If you\ + \ and the subject have a common language, you can generally force the subject\ + \ to perform as you desire, within the limits of its abilities. If no common language\ + \ exists, you can communicate only basic commands, such as \u201CCome here,\u201D\ + \ \u201CGo there,\u201D \u201CFight,\u201D and \u201CStand still.\u201D You know\ + \ what the subject is experiencing, but you do not receive direct sensory input\ + \ from it, nor can it communicate with you telepathically.

Once you have\ + \ given a dominated creature a command, it continues to attempt to carry out that\ + \ command to the exclusion of all other activities except those necessary for\ + \ day-to-day survival (such as sleeping, eating, and so forth). Because of this\ + \ limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the\ + \ subject\u2019s behavior is being influenced by an enchantment effect (see the\ + \ Sense Motive skill\ + \ description).

Changing your orders or giving a dominated creature a new\ + \ command is a move action.

By concentrating fully on the spell (a standard\ + \ action), you can receive full sensory input as interpreted by the mind of the\ + \ subject, though it still can\u2019t communicate with you. You can\u2019t actually\ + \ see through the subject\u2019s eyes, so it\u2019s not as good as being there\ + \ yourself, but you still get a good idea of what\u2019s going on.

Subjects\ + \ resist this control, and any subject forced to take actions against its nature\ + \ receives a new saving throw with a +2 bonus. Obviously self-destructive orders\ + \ are not carried out. Once control is established, the range at which it can\ + \ be exercised is unlimited, as long as you and the subject are on the same plane.\ + \ You need not see the subject to control it.

If you don\u2019t spend at\ + \ least 1 round concentrating on the spell each day, the subject receives a new\ + \ saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control\ + \ or using the telepathic link while the subject is so warded, but such an effect\ + \ does not automatically dispel it.

" + 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.

Treat this servant as a pseudodragon with all of the abilities granted by one of the following spells:\ + \ form of the alien dragon I, form of the dragon I, or form of the exotic dragon I. Your draconic ally can use its breath weapon once per day. Once conjured, the creature is not limited to\ + \ the spell\u2019s range, and can go a considerable distance to carry out missions\ + \ at your command. The draconic ally speaks one language of your choice that you\ + \ know. You cannot have more than one draconic ally at a time. As long as a previous\ + \ ally exists, you cannot successfully cast this spell again. If you have a breath weapon, you can cast this spell as a standard action by expending one use of your breath weapon as a free action when you cast the spell.

Clerics, inquisitors, oracles, and warpriests who worship a god of dragons add this spell to their spell lists as a 3rd-level spell.

" + 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.

Living creatures within this aura that are normally immune to fear\ + \ or mind-affecting abilities lose those immunities against your spells, spell-like abilities,\ + \ and supernatural abilities that create fear effects, as well as any Intimidate checks you attempt\ + \ to demoralize foes.

If you have the antipaladin aura of cowardice class feature, this spell instead changes the\ + \ penalty imposed by aura of cowardice to \u20136 for its duration.

" + 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.\ + \

Releasing energy in this way does not \u201Cfree up\u201D space to absorb\ + \ still more energy; the maximum amount of energy the spell can absorb remains\ + \ fixed. The subject cannot release more energy than he currently has absorbed.\ + \ Once the subject has absorbed all the energy allowed by the spell, he takes\ + \ damage as normal from that energy type. Once the energy has been released, the\ + \ spell is discharged.

Draconic reservoir does not stack with protection from energy.

Draconic reservoir overlaps\ + \ (and does not stack with) resist energy. If a character is warded by draconic reservoir\ + \ and resist energy, draconic reservoir absorbs damage until it reaches\ + \ its maximum limit.

" + 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\u2019\ + s 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.

This grants a +6 circumstance bonus on Charisma checks and Charisma-related skill checks when dealing with dragons.

In addition, your voice is much louder than normal, halving\ + \ the penalties to others\u2019 Perception checks to hear you due to distance, intervening doors, and so\ + \ on.

" + 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.

Additionally,\ + \ the construct takes a \u20134 penalty to Strength while this spell is in effect. This penalty increases by 2 for every\ + \ 3 caster levels beyond 3rd (maximum \u201314). If the construct is normally immune to magic, this spell\u2019s sapping effect is\ + \ less penetrating and the construct receives a +4 bonus on its saving throw.

" + 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.

The spell has\ + \ no effect if the creature whose fang is touched is a summoned creature, if it\ + \ has been dead for more than 1 minute, or if its poison has already been extracted\ + \ from it.

" + 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.

A good creature struck by dread bolt takes 1d8 points of damage + per two caster + levels (maximum 5d8). A good outsider + instead takes 1d6 points of damage per caster + level (maximum 10d6) and is sickened + for 1 round. A successful Will + save reduces the damage to half and negates the sickened + effect. This spell deals only half damage to creatures that are neither good nor + evil, and they are not sickened. + The bolt has no effect on evil creatures.

+ 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.

Each target gains the scared condition\ + \ and has a hostile attitude toward any new creature it encounters (though not\ + \ toward creatures that were already present at the time of the casting).

Being\ + \ hostile doesn\u2019t necessarily mean the target will attack, and creatures\ + \ can attempt Diplomacy\ + \ checks to gain a target\u2019s trust at the normal DC. If a creature becomes\ + \ frightened or panicked while under the influence of dreadscape, that creature takes 1d6\ + \ points of Wisdom damage, though only once per casting of dreadscape.

If\ + \ your campaign uses the sanity rules, creatures that become frightened or panicked take 2d6 sanity damage instead of Wisdom damage.

" + 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.

Once the message is delivered,\ + \ the messenger\u2019s mind returns instantly to its body. The duration of the\ + \ spell is the time required for the messenger to enter the recipient\u2019s dream\ + \ and deliver the message.

If the recipient is awake when the spell begins,\ + \ the messenger can choose to wake up (ending the spell) or remain in the trance.\ + \ The messenger can remain in the trance until the recipient goes to sleep, then\ + \ enter the recipient\u2019s dream and deliver the message as normal. A messenger\ + \ that is disturbed during the trance comes awake, ending the spell.

Creatures\ + \ who don\u2019t sleep or don\u2019t dream cannot be contacted by this spell.

The\ + \ messenger is unaware of its own surroundings or of the activities around it\ + \ while in the trance. It is defenseless both physically and mentally (always\ + \ failing any saving throw) while in the trance.

" + 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.

If you use dream council to send a message to a sleeping creature\ + \ that has dream or dream council prepared (or is able to cast it spontaneously or as\ + \ a spell-like\ + \ ability), the recipient can expend one of your allotted messages to cast\ + \ that spell while remaining asleep. This uses up that creature\u2019s prepared\ + \ spell, spell per day, or spell-like ability use as normal. Instead of replying to your message, that\ + \ character is able to enter your dreamscape. If the sleeping recipient has the\ + \ Lucid Dreamer feat, it can enter your dreamscape without casting either of those\ + \ spells. While in the original caster\u2019s dreamscape, those involved in the\ + \ council can interact with one another and that dreamscape for 10 minutes for\ + \ each message remaining. When that time elapses, the spell ends.

" + 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\u2019s 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\u2019s 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\u2019\ + t rouse the slumbering target. Dealing 1 point of damage per the target\u2019\ + s 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.

The\ + \ phantasm remains in its host\u2019s mind indefinitely, requiring a new Will saving throw\ + \ to wake up every time the target rests, until it is removed via break enchantment, greater restoration, or miracle. Alternatively, the phantasm can be confronted in its host\u2019\ + s mindscape, where it manifests as a slothful duplicate of its host with identical\ + \ abilities, skills, and attributes.

" + 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.

If you sleep with\ + \ this spell prepared, you may automatically expend it while you sleep to gain\ + \ the spell\u2019s benefit. This expenditure does not count as spellcasting for\ + \ the purpose of determining available spell slots (you could go to sleep at midnight,\ + \ expend this spell during an 8-hour period of sleep, and still prepare your full\ + \ allotment of spells in the morning).

" + 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.

When + the spell ends, the target forgets all identifying details of events that transpired + while the spell lasted.

The memories were not taken from it; rather, its + mind never recorded the memories as real in the first place. If modify memory + is cast upon it before the spell ends, the target remembers these events. A target + under the effect of lullaby + before this spell is cast applies its penalty to the saving throw against this + spell.

+ 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.

Instead of reading surface thoughts, you can choose to\ + \ scan the target\u2019s dreams and subconscious mind for the answers to questions.\ + \ For every minute you spend concentrating, You can obtain the answer to one question,\ + \ though the answers might be brief, cryptic, or repetitive. The target is entitled\ + \ to a new Will save to end the dream scan each time you ask it a question. Otherwise,\ + \ the creature can attempt a Bluff check with a DC equal to 11 + your Sense Motive modifier.

If it fails its Bluff check, you gain the information you desire. If it succeeds at its check,\ + \ you gain no information. If it succeeds at its check by 5 or more, you misinterpret\ + \ the target\u2019s dreams\u2014

You draw a false conclusion of the target\u2019\ + s choice and believe that wrong answer to be true.

Unlike with dream,\ + \ you can\u2019t cast this spell on another creature to have it serve as your\ + \ messenger.

" + 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.

If the target is awake, instead of the previous effects,\ + \ the dream shield provides a +4 bonus on saving throws against sleep effects.

The\ + \ spell\u2019s other effects are suppressed while the target is awake.

If\ + \ the target falls asleep or is otherwise rendered unconscious, the other effects of the dream shield resume. Every 10 minutes\ + \ spent awake consumes 1 hour of the dream shield\u2019s duration.

" + 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.

\n\n\nFamiliarity\n\ + On Target\nOff Target\nSimilar Area\nMishap\n\n\n\n\ + \nVery familiar\n01\u201397\n\ + 98\u201399\n100\n\u2014\n\n\nSomewhat familiar\n\ + 01\u201394\n95\u201397\n98\u201399\n100\n\n\nKnown creature\n01\u201388\n89\u201394\n95\u201398\n99\u2013\ + 100\n\n\nNot well known\n01\u201376\n77\u201388\n89\u2013\ + 96\n97\u2013100\n\n\nFalse identity\n\u2014\n\u2014\ + \n81\u201392\n93\u2013100\n\ + \n\n" + 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.

Unlike with dream\ + \ travel, there is no chance the vessel arrives off target. In addition, you\ + \ need not have met the target creature, but in that case you must have at least\ + \ a reliable description of it. However, if you attempt to travel there with insufficient\ + \ or incorrect information, you do need to roll, using the false identity entry\ + \ from dream travel.

Creatures that disembark from your vehicle can\ + \ either enter the dreamscape or exit to the plane where the dreamer\u2019s body\ + \ lies, arriving within 1 mile of the dreamer\u2019s body. All creatures that\ + \ disembark from the vehicle onto a plane at the same time arrive in the same\ + \ place. The dreamer can\u2019t prevent the dream voyagers from entering its dream,\ + \ but can attempt a Will save to prevent a group of creatures from exiting to the plane where\ + \ its body resides.

The psychic vehicle remains in the dream for the remainder\ + \ of the spell\u2019s duration, even if it\u2019s unoccupied. A creature adjacent\ + \ to the dreamer can reenter the dream vessel as a full-round action through an illusory portal only subjects of the spell can\ + \ see. You can return the vessel to the point where you cast dream voyage to allow\ + \ any number of passengers to return to that plane, and can return it to the dream\ + \ again. Either of these trips takes the same amount of time as the initial travel,\ + \ and can be done any number of times within the spell\u2019s duration. If the\ + \ vessel moves out of a dreamscape, companions left behind can\u2019t return to\ + \ the vessel by being near the dreamer. If a companion is killed, its body doesn\u2019\ + t return to the dream voyage unless you carry it with you, just like any other\ + \ object.

If the dreamer awakens while the dream vessel is still in its\ + \ dream, it can allow the dream travelers to exit or not (as with dream travel).\ + \ The dream vessel remains intact in the Dimension of Dreams for the spell\u2019\ + s duration even if it\u2019s untethered from a dream. It drifts through dreams\ + \ when this happens, and you can\u2019t pilot it to another dream (even a dream\ + \ of the initial dreamer if that creature begins dreaming again). If you dismiss\ + \ the spell at any time, you and all subjects within the dream vessel return to\ + \ where you started on the Material Plane.

You can increase the number of companions you can bring\ + \ on a dream voyage to 10 creatures per caster level, though to do so you must increase the casting time, maintaining your concentration and touching up to 6 creatures per round as a full-round action.\ + \ If your concentration\ + \ is disrupted before you touch all of the targets, the spell is wasted and has no effect. Once you\ + \ have touched all of your companions, the dream voyage begins; however, its duration\ + \ is reduced to 1 hour.

" + 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.

You could, for example, make stab\ + \ wounds close up as though they were never there, rearrange bruises on the neck,\ + \ evaporate traces of poison within the body into nothingness, make burn marks grow to cover the\ + \ corpse\u2019s skin, or shrivel the target\u2019s body as though the creature\ + \ had starved. This spell can\u2019t hide extreme alterations to the body (such\ + \ as the loss of a limb), nor can it restore flesh to a skeletal corpse or strip\ + \ a corpse down to skeletal form. It is also unable to change the apparent identity\ + \ of the corpse.

Anyone who closely examines the corpse can attempt a Perception check (DC\ + \ = 10 + your caster\ + \ level) to notice that the corpse\u2019s wounds (or lack thereof) don\u2019\ + t look natural, but this doesn\u2019t allow the observer to determine what the\ + \ corpse looked like before this spell was cast. Closely examining the corpse\ + \ with a successful Heal\ + \ check (DC = 15 + your caster level) not only reveals that the target\u2019s apparent wounds are\ + \ false, but also what the originally obscured wounds were.

" + 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.

An affected creature\ + \ takes a penalty equal to half your caster level on concentration checks and to its CMD against dirty trick, grapple, and steal combat maneuvers you perform. The creature is also denied its Dexterity bonus to AC for the first melee attack you make against it each\ + \ round.

If the target would not normally be sexually attracted to you,\ + \ it receives a +4 bonus on its saving throw. If you end your turn more than 20\ + \ feet from the target or end your turn where your target cannot see you, this\ + \ spell immediately ends.

" + 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.

Your reflexes snap into action, allowing you\ + \ to deflect a blow. This spell can be cast only when an opponent makes a melee\ + \ attack against you, and only before the attack roll has been made. Make a parry attempt with a light or one-handed\ + \ weapon you\u2019re wielding, as if using the swashbuckler\u2019s opportune parry and riposte deed (except that this does\ + \ not require panache). You cannot riposte as part of this spell\u2019s effect.

" + 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.

This spell + does not reveal the contents or inhabitants of any of these locations, only the + basic architecture of the space. For example, a staircase leading up to a pair + of doors would be apparent, but the iron + golems guarding the doors would not. This spell does identify the locations + of secret doors and hidden passages but gives no clue as to the means of opening + or accessing them.

+ 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\u2019t 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.

When you cast the spell, you designate\ + \ one creature type, subtype, or a specific individual. If the item is worn or\ + \ carried for 1 continuous hour or more by a creature that doesn\u2019t match\ + \ the designation, the dust ward disintegrates the item into worthless gray dust.\ + \ This destruction also occurs if the creature attempts to study the item in order\ + \ to learn its properties or how to magically craft it (a miracle or wish spell\ + \ used on the gray dust can still reveal this information). The destruction of\ + \ the item doesn\u2019t harm the creature wearing or carrying the item (although\ + \ the item\u2019s destruction may put the creature in harm\u2019s way, such as\ + \ if a magical rope were being used to cross a chasm at the time). If the offending creature\ + \ wears or carries the item for less than 1 hour and passes it to a different\ + \ creature, the countdown to the item\u2019s destruction starts over.

The\ + \ spell cannot affect a magic item with a caster level greater than half your caster level.

" + 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.

The\ + \ target gains a +2 circumstance bonus to checks to influence dwarves (such as Diplomacy, Intimidate,\ + \ and so on).

" + 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.

If + the countered spell was at least 4th level, you and your opponent make opposed + concentration checks. + If you beat your opponent by 10 or more, you retain this spell (or its spell slot, + if you are a sorcerer) + as if you had not cast it.

+ 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\u2019\ + s range. You can see from this vantage as if you were actually there, rotating\ + \ your viewpoint 360 degrees.

You perceive with your normal visual senses.\ + \ A caster using eagle eye can easily see for a considerable distance.\ + \ The spell does not penetrate any solid surface, although it is unaffected by\ + \ foliage and the like.

" + 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.

In addition, once during the spell\u2019\ + s duration you can call forth a surge of holy power when fighting an evil creature.\ + \ Doing so is a swift action that shortens the spell\u2019s remaining duration so that its\ + \ remaining hours of duration become rounds of duration. For the rest of this\ + \ duration, the surge of power grants you the following benefits:

Although this\ + \ surge of power can be activated against any evil opponent, this ability activates\ + \ automatically as soon as you attack any evil outsider, regardless of whether you hit or not, and regardless of whether\ + \ you actually recognize that the target is in fact an evil outsider. In such cases the activation is a free action.

Nongood spellcasters can cast this spell, but doing so\ + \ causes them to be sickened (for spellcasters who are neither good nor evil) or staggered (for spellcasters who are evil) for the spell\u2019s duration.

" + 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\u2019\ + s effect do increase.

\n" + 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.

Each round for the duration of the spell, the target can attempt\ + \ a Diplomacy check\ + \ to gather information as though she had spent 1d4 hours talking to local people.\ + \ Since the information gathering doesn\u2019t involve actual interaction with\ + \ people, only observation, the target can use her Perception skill instead of her Diplomacy skill. While thus concentrating, the target is effectively blind and\ + \ deaf.

" + 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 +Earth Tremor: + area: 30-ft. line, 20-ft. cone-shaped spread, or 10-ft.-radius spread (see text) + casting_time: 1 standard action + components: V, S + description:

You strike the ground and unleash a tremor of seismic force, hurling + up earth, rock, and sand.

You choose whether the earth tremor affects a + 30-foot line, a 20-foot cone-shaped spread, or a 10-foot-radius spread centered + on you. the space you occupy is not affected by earth tremor. the area you choose + becomes dense rubble that costs 2 squares of movement to enter. Dense rubble adds + 5 to the DC of Acrobatics + checks and adds 2 to the DC of Stealth + checks. Creatures on the ground in the area take 1d4 points of bludgeoning damage + per caster level + you have (maximum 10d4) or half damage on a successful save. Medium or smaller + creatures that fail their saves are knocked prone.

This + spell can be cast only on a surface of earth, sand, or stone. It has no effect + if you are in a wooden or metal structure or if you are not touching the ground.

+ duration: instantaneous + effect: null + level: bloodrager 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3 + range: up to 30 ft. (see text) + saving_throw: Reflex half (see text) + school: transmutation [earth] + spell_resistance: 'no' + target: null +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\u2019\ + t 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.

\n

Cave, Cavern,\ + \ or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature\ + \ caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below).\ + \ An earthquake cast on the roof of a very large cavern could also endanger\ + \ those outside the actual area but below the falling debris and rubble.

\n\ +

Cliffs: Earthquake causes a cliff to crumble, creating a landslide\ + \ that travels horizontally as far as it falls vertically. Any creature in the\ + \ path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

\n

Open\ + \ Ground: Each creature standing in the area must make a DC 15 Reflex save or\ + \ fall down. Fissures open in the earth, and every creature on the ground has\ + \ a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end\ + \ of the spell, all fissures grind shut. Treat all trapped creatures as if they\ + \ were in the bury zone of an avalanche, trapped without air (see Environment for more details).

\n

Structure: Any structure standing\ + \ on open ground takes 100 points of damage, enough to collapse a typical wooden\ + \ or masonry building, but not a structure built of stone or reinforced masonry.\ + \ Hardness does not reduce this damage, nor is it halved as damage dealt to\ + \ objects normally is. Any creature caught inside a collapsing structure takes\ + \ 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).

\n

River,\ + \ Lake, or Marsh: Fissures open under the water, draining away the water from\ + \ that area and forming muddy ground. Soggy marsh or swampland becomes quicksand\ + \ for the duration of the spell, sucking down creatures and structures. Each creature\ + \ in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell,\ + \ the rest of the body of water rushes in to replace the drained water, possibly\ + \ drowning those caught in the mud.

\n

Pinned Beneath Rubble: Any\ + \ creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character\ + \ falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter\ + \ until freed or dead.

\n
" + 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.

You can concentrate\ + \ as a standard action to alter the echo. You can change it to be any sound audible\ + \ in the area within the last 1 round, move the apparent source of the sound within\ + \ the area, or attempt a Bluff\ + \ check to create a distraction to hide with a bonus equal to your caster level.

" + 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.

This spell passes between planes, so it affects ethereal\ + \ and incorporeal creatures normally.

In addition, each ethereal or incorporeal creature in the area must succeed at a Will save or be pushed partially onto the Material Plane for a number of rounds equal to your caster level. It must attempt this Will save regardless of whether it succeeded at the Reflex save. An incorporeal creature pushed partially onto the Material Plane can\u2019t enter or pass through solid objects, takes half\ + \ damage from non-magical attack forms, and takes full damage from magic weapons,\ + \ spells, spell-like effects, and supernatural effects.

Corporeal spells and effects that don\u2019t\ + \ cause damage affect the creature normally instead of having a 50% chance of\ + \ affecting it. The creature still gains the other benefits of being incorporeal, and retains its attack bonuses and Armor Class.

" + 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.

The ectoplasmic hand can also perform additional functions.

Deliver Touch Spell: The ectoplasmic hand\ + \ can deliver any spell of 6th level or lower that has a range of touch that you cast. You gain a +2 bonus on your melee touch attack roll when doing so.

Manipulate\ + \ Object: The ectoplasmic hand can manipulate unattended objects weighing\ + \ no more than 5 pounds per caster level, moving them up to 20 feet per round in any direction you desire,\ + \ to the limits of this spell\u2019s range. It can pull levers, open unstuck doors,\ + \ or knock over objects. If the ectoplasmic hand must attempt a Strength check, it uses your spellcasting ability score as its Strength score. Using the ectoplasmic hand in this way requires you to concentrate\ + \ and spend any actions you would normally need to use to manipulate the object\ + \ yourself.

Combat Maneuver: You can spend\ + \ a standard action to command the ectoplasmic hand to perform a bull rush, disarm, drag, steal, or trip combat maneuver against a target creature, using your caster level as its CMB and your spellcasting ability score as its Strength score. The ectoplasmic hand takes no penalties for its size. This\ + \ action doesn\u2019t provoke attacks of opportunity against the ectoplasmic hand.

\n \n
\"\"" + 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.

You remain tethered to\ + \ the target for the duration of the spell. You can shrink or extend the snare,\ + \ but if the distance between you and the target exceeds the spell\u2019s range,\ + \ the snare disappears. The ectoplasmic tether has hardness 10 and a number of hit points equal to 10 + your caster level + your Constitution modifier, and the tether can be damaged or sundered anywhere along its length. You are not considered to have the grappled\ + \ condition while tethered to the target. You can perform the move or damage action\ + \ on a successfully grappled target, moving it up to half your speed or dealing an additional\ + \ 1d6+4 points of bludgeoning damage to it on a successful grapple combat maneuver check. You can\u2019t pin your target.

" + 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\u2019s 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.

\n" + 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.

\n" + 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.

You + must make a successful ranged touch + attack to hit your target with the ray, which deals 2d6 points of acid damage, + 2d6 points of cold damage, 2d6 points of electricity damage, and 2d6 points of + fire damage.

The type of energy that does the most points of damage to the + target then persists, dealing another 4d6 points of that type of damage per round + for 1d4 rounds.

+ 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.

    \n
  • Acid:\ + \ Creatures affected by your aura take 1 point of ongoing acid damage per round\ + \ for 1 round per three caster levels, and are sickened for the duration of the ongoing acid damage.
  • \n
  • Cold:\ + \ Creatures affected by your aura are fatigued. A creature that is already fatigued suffers no additional effect.
  • \n\ +
  • Electricity: Creatures affected by your aura are staggered for 1 round.
  • \n
  • Fire: Creatures affected by your\ + \ aura catch on fire.
  • \n

Creatures adjacent to you are allowed a Reflex save to\ + \ halve the damage and negate the additional effect. The aura\u2019s additional\ + \ effects do not stack if a creature takes damage from your aura multiple times.\ + \ You may only have one elemental aura in effect at one time. When you\ + \ cast this spell to deal acid, cold, electricity, or fire damage, it is a spell\ + \ of that type.

" + 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.

    + +
  • When cast as an air spell, you can converse in Auran and with any creature + that has the air + subtype or a fly speed.
  • + +
  • When cast as an earth spell, you can converse in Terran and with any creature + that has the earth + subtype or a burrow + speed.
  • + +
  • When cast as a fire spell, you can converse in Ignan and with any creature + that has the fire + subtype.
  • + +
  • When cast as a water spell, you can converse in Aquan and with any creature + that has the water + subtype or a swim speed.
  • + +
' + 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.

When + the spell is complete, 2d4 Large elementals + appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, + one greater elemental appears. Each elemental has maximum hit points per HD. Once + these creatures appear, they serve you for the duration of the spell.

The + elementals + obey you explicitly and never attack you, even if someone else manages to gain + control over them. You do not need to concentrate to maintain control over the + elementals. You can dismiss them singly or in groups at any time.

When you + use a summoning spell to summon an air, + earth, + fire, + or water + creature, it is a spell of that type.

+ 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.

Choose an energy type: acid, cold, electricity, or fire. You + gain a melee touch + attack causing 1d6 points of damage of that energy type, along with a special + effect described below. You also deal energy damage and the related special effect + when you attack with your hands using an unarmed strike, a single claw, or a single + slam attack. This bonus damage can never apply to multiple weapons.

    + +
  • Acid: Your touch attack causes 1 point of ongoing acid damage per round + for 1 round per three caster levels. The target must make a Fortitude + save or be sickened + for the duration of the ongoing acid damage.
  • + +
  • Cold: The target must make a Fortitude save or be fatigued. + A creature that is already fatigued + suffers no additional effect.
  • + +
  • Electricity: The target must make a Fortitude save or be staggered + for 1 round.
  • + +
  • Fire: Your hands ignite and shed light as a torch. Your touch may cause + targets to catch + on fire.
  • + +

Subsequent attacks inflict the normal damage, but the additional effects + do not stack. This spell grants no special protection to anything held in or worn + on your hands. When you cast this spell to deal acid, cold, electricity, or fire + damage, it is a spell of that type.

' + 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.

Until the duration ends, time ceases + to flow for you, and all bodily functions cease. No force or effect can harm you + until the spell expires or is removed, such as by a successful dispel magic + 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.

Any tabard or tunic worn and any shield\ + \ carried by the subject while this spell is active can be made to display a coat\ + \ of arms when the spell is cast. For example, even if the subject picks up a\ + \ different shield, it still displays the subject\u2019s crest, regardless of\ + \ the shield\u2019s normal appearance.

" + 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.

If this spell is cast on a magic weapon, the powers\ + \ of the spell supersede any that the weapon normally has, rendering the normal\ + \ enhancement bonus and powers of the weapon inoperative for the duration of\ + \ the spell. This spell is not cumulative with greater magic weapon or any other spell that might modify the weapon in any\ + \ way. This spell does not work on artifacts. A masterwork weapon\u2019s bonus\ + \ on attack rolls does not stack with an enhancement bonus to attack.

" + 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\u2019\ + s 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.

Normally this + spell is used to buy time for dealing with avalanches, + floods, + and rock-slides, though it is also handy in dealing with ambushes.

+ 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.

As usual with emotion components, the target can\u2019t cast spells (or use spell-like abilities, in this case) while affected by a non-harmless emotion\ + \ or fear effect.

" + 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.

Only\ + \ spells that target one or more creatures can be cast through empathy conduit.\ + \ The creature to be affected must still be a valid target of the spell being\ + \ cast; for example, you can\u2019t affect a familiar with charm person through an empathy conduit. Spells with a duration other than\ + \ instantaneous that are cast through an empathy conduit last either their normal\ + \ duration or until the empathy conduit expires, whichever comes first. Whenever\ + \ the master or its familiar is targeted with a spell intended to affect the other creature,\ + \ the targeted creature can attempt an additional save against the empathy conduit.

" + 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\u2019\ + s 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.

If a creature + under an enchantment + effect is in your line of sight, you can attempt a Spellcraft + check as a move + action to determine the highest-level spell or spell effect (DC = 15 + the + spell level, or 15 + 1/2 the caster + level for a non-spell effect).

Effects that block divination + magic also block this spell.

Enchantment sight can be made permanent with + a permanency + spell cast by a caster of 9th level or higher, at a cost of 2,500 gp.

+ 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.

The target is staggered + and moves at half its normal speed (round down to the next 5-foot increment), + but it can hold its breath for twice as long as normal.

+ 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.

Endure\ + \ elements doesn\u2019t provide any protection from fire or cold damage, nor\ + \ does it protect against other environmental hazards such as smoke, lack of air,\ + \ and so forth.

" + 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\u2019\ + s size.

\n\n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\nMedium\n\n\n\nLarge\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Creature SizeDamage Dealt
Fine1d4
Diminutive1d6
Tiny1d8
Small1d10
2d6
2d8
Huge2d10
Gargantuan3d6
Colossal3d8

The\ + \ target creature can make a Fortitude Saving Throw each time you attempt to use it as a weapon. If it\ + \ makes its Saving Throw it can act normally, but if it fails its save it loses\ + \ all actions for the round and ends its turn prone in a square adjacent to the target of your attack. However, if the\ + \ creature chooses to resist your efforts to move it, taking no other actions\ + \ for the round, it gets a +4 circumstance bonus on its Saving Throw. The spell ends immediately if the\ + \ target creature dies or is destroyed.

" + 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\u2019s 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.

An undead creature struck by the ray gains 2d4 x 5 temporary hit points for 1 hour.

\n

Editor\u2019s Note

\n
\n

Does energy drain count as a death effect?

\n

Energy\ + \ drain is not a death effect.

\n

The undead type calls out immunities to\ + \ \u201Cdeath effects\u201D and \u201Cenergy drain\u201D as separate things.

\n\ +

\u201CEnergy Drain and Negative Levels\u201D is an entirely separate entry\ + \ in the Core Rulebook and doesn\u2019t say energy drain is a type of death attack,\ + \ not does it say that death ward protects against them.

\n

Death ward gives\ + \ a bonus against death spells and magical death effects, and goes on to say that\ + \ the target is immune to energy drain, and suspends penalties from negative levels\ + \ while the spell is active.

\n

Therefore the rules treat energy drain and\ + \ death effects as different things. For example, if you are immune to death effects,\ + \ you aren\u2019t necessarily immune to energy drain.

\n

[Source]

\n
\n
" + 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.

Any other effect of that spell or power remains\ + \ the same.

If you have the arcane reservoir class feature, if you take\ + \ another 10 points of acid, cold, electricity, or fire damage while under the\ + \ effect of energy hack, as a free action you can expend 1 point from your arcane reservoir to reset the\ + \ duration of energy hack to 1 round per level and add the new type of damage\ + \ you took to the list of energy types you can choose to substitute. You can expend\ + \ points in this way multiple times as long as you do so before the duration expires.

" + 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.

Based on the type of energy\ + \ the caster chose while casting, the ammunition also gains one of the following\ + \ effects.

    \n
  • Acid: The ammunition deals half its damage in a\ + \ splash to all creatures and unattended objects within 15 feet of the target\ + \ hit by the siege engine. Creatures can halve the splash damage with a Reflex saving throw. The DC of the splash is the same as the DC of the spell.
  • \n\ +
  • Cold: The ammunition creates an ice sheen within a 20-foot-radius burst\ + \ around the target of the siege engine\u2019s attack. That sheen lasts 1d6 rounds.\ + \ Creatures within the ice sheen are entangled. Any creature within the area of the ice sheen at the start of\ + \ its turn takes 2d6 cold damage.
  • \n
  • Electricity: Creatures hit\ + \ by the siege engine attack or within 15 feet of the attack are staggered for 1 round.
  • \n
  • Fire: Creatures and wood objects\ + \ within 15 feet of the attack may catch on fire.
  • \n
  • Sonic: Creatures hit by the attack or within\ + \ 20 feet of the attack must succeed at a Fortitude saving throw or be deafened for one hour. The DC of this effect is the same as the spell DC.
  • \n\ +
  • Force: No extra effect.
  • \n
\n" + 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.

Assuming the subject survives, it regains lost\ + \ levels after a number of hours equal to your caster level (maximum 15 hours).\ + \ Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don\u2019t last long enough to do\ + \ so.

An undead creature struck by the ray gains 1d4 x 5 temporary hit points for 1 hour.

" + 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\u2019s alcohol content is not affected by the\ + \ presence or absence of contaminants.

This spell does not work on unholy water, potions, or other liquids with magical power.

" + 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\u2019\ + s 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.

A humanoid creature whose size increases to Large\ + \ has a space of 10 feet and a natural reach of 10 feet. This spell does not change\ + \ the target\u2019s speed.

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\u2013the spell cannot be used to crush a creature by increasing its size.

All\ + \ equipment worn or carried by a creature is similarly enlarged by the spell.\ + \ Melee weapons affected by this spell deal more damage (see Table: Medium/Large\ + \ Weapon Damage). Other magical properties are not affected by this spell.\ + \ Any enlarged item that leaves an enlarged creature\u2019s possession\ + \ (including a projectile or thrown weapon) instantly returns to its normal size.\ + \ This means that thrown and projectile weapons deal their normal damage. Magical\ + \ properties of enlarged items are not increased by this spell.

Multiple\ + \ magical effects that increase size do not stack.

Enlarge person\ + \ counters and dispels reduce person .

Enlarge person can be made permanent with a\ + \ permanency spell.

\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\u20134\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n
Table: Size Modifiers
SizeSize Modifier
Colossal\u20138
Gargantuan
Huge\u20132
Large\u20131
Medium+0
Small+1
Tiny+2
Diminutive+4
Fine+8
" + 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.

This grants you the benefits of air walk, except\ + \ as noted above. Additionally, at any time during the spell\u2019s duration,\ + \ you can expend the spell\u2019s remaining duration as a swift action in order to gain a fly speed of 120 feet with perfect maneuverability\ + \ for 1 minute. After this time, the spell ends.

\n\n\"\"\n
" + 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.

If the plants in the area are covered + in thorns, those in the area take 1 point of damage each time they fail a save + against the entangle or fail a check made to break free. Other effects, + depending on the local plants, might be possible at GM discretion.

+ 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.

You may, at any time, choose to fill\ + \ one specific image within range with your consciousness. While inside an image\ + \ you lose the ability to monitor any other images within range but remain fully\ + \ aware of your own body\u2019s surroundings. Your body is defenseless and helpless\ + \ (always failing any Saving Throw) while your consciousness is filling an image,\ + \ but you can return to it at any time as an immediate action.

When you\ + \ fill an image with your consciousness it gains a limited form of animation.\ + \ Statues and similar three-dimensional representations can move their heads,\ + \ make gestures, and talk, but cannot attack or leave their square without assistance.

Portraits\ + \ or similar two-dimensional representations bearing your likeness can also talk\ + \ and your image can move anywhere within the picture or even temporarily alter\ + \ it (such as by picking a flower in the painting). You cannot use any spells\ + \ or other abilities while within an image.

You may leave the image at any\ + \ time, returning you to your body. Once your consciousness departs from an object\ + \ bearing your likeness, it immediately reverts to the appearance it had before\ + \ you entered it. If someone destroys or damages the image you return to your\ + \ body unharmed. The spell lasts until you cease concentrating, or until it is\ + \ terminated by some outside means, such as a dispel magic cast upon either the image or your body, or if your body\ + \ is killed.

" + 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.

A + target with 4 or more HD or with a Wisdom + score of 16 or higher remains aware of its surroundings and has an attitude of + indifferent. It gains a new saving throw if it witnesses actions that it opposes.

The + effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled + by your words take no action while you speak or sing and for 1d3 rounds thereafter + while they discuss the topic or performance. Those entering the area during the + performance must also successfully save or become enthralled. The speech ends + (but the 1d3-round delay still applies) if you lose concentration or do anything + other than speak or sing.

If those not enthralled have unfriendly or hostile + attitudes toward you, they can collectively make a Charisma + check to try to end the spell by jeering and heckling. For this check, use the + Charisma + bonus of the creature with the highest Charisma + in the group; others may make Charisma + checks to assist. The heckling ends the spell if this check result beats your + Charisma + check result. Only one such challenge is allowed per use of the spell.

If + any member of the audience is attacked or subjected to some other overtly hostile + act, the spell ends and the previously enthralled members become immediately unfriendly + toward you. Each creature with 4 or more HD or with a Wisdom + score of 16 or higher becomes hostile.

+ 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.

You must succeed at a Knowledge (nature) check or Perform check (DC = 20 + target\u2019s HD) in addition to the spell\u2019\ + s material component to entice the fey into appearing, after which you can negotiate for the service and your\ + \ payment. The maximum HD of fey that you can call with that casting is equal to the result of your check\ + \ \u2013 20. For example, if your check result is a 24, the maximum HD for the\ + \ called fey is 4. A high result doesn\u2019t allow you to break the HD maximum for\ + \ the spell, and a result of 20 or less means you can\u2019t call a fey at all. If the fey doesn\u2019t like the sound of your offer, it can simply choose to refuse,\ + \ in which case you don\u2019t expend any of the material components for the spell, either the offerings or the payment.

\n" + 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.

If other creatures have harmed you while the target is\ + \ under this effect, the target continues to rage until all threats against you\ + \ are defeated or driven off, after which the target creature is fatigued for as many rounds as it raged. Your target continues to fly into\ + \ defensive rages each time a creature harms you so long as the spell\u2019s duration\ + \ lasts, but cannot rage while fatigued.

If you are reduced below 0 hit points by an attack, the target creature must succeed at a second Will save\ + \ or be compelled to defend your body, attacking anyone who comes near, for the\ + \ remainder of the spell\u2019s duration. If the creature succeeds at this second\ + \ save, the spell immediately ends.

" + 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.

During the casting of this spell, the chosen\ + \ area is rocked by minor tremors that alert nearby creatures to the impending\ + \ danger. Once the spell is complete, the chosen area is drawn into the earth\ + \ and buried in a self-contained vault, with the uppermost point at a depth of\ + \ up to 10 feet per caster level below the surface. The surrounding atmosphere and all creatures\ + \ within the selected area at the end of the spell\u2019s casting time are entombed in this vault.

The magic of the vault maintains\ + \ the natural light, temperature, and air quality of the area as it originally\ + \ existed aboveground, but any magical effects that affected these qualities do\ + \ not have their duration extended. For example, a sunny field would remain brightly\ + \ lit indefinitely, despite being buried underground, while a daylight spell would expire at the end of that\ + \ spell\u2019s duration.

When creating the vault, you can leave a tunnel\ + \ to the surface world (up to 20 feet wide), or you can completely isolate the\ + \ vault from the outside world. Casting this spell does not destroy or damage\ + \ anything that may have existed in the ground where you choose to place this\ + \ vault, but instead pushes it farther down into the earth. Should your vault\ + \ be dispelled, the entombed area returns to the surface, and anything that may\ + \ have been displaced by the vault returns to its original place. If there is\ + \ something already on the surface that blocks the vault\u2019s path, the vault\ + \ pushes it harmlessly aside when returning.

" + 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.

If\ + \ the mirror is destroyed, any incorporeal creature within is immediately freed and any haunt within returns to its original location. Creatures that assumed incorporeal form through a spell or other means remain incorporeal while trapped, even if the duration of the effect that rendered\ + \ them incorporeal expires. If your focus mirror belonged to the target, the target\ + \ takes a \u20132 penalty on its saving throw.

" + 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%.

Magic + writing must be touched to be erased, and you also must succeed on a caster level + check (1d20 + caster level) against DC 15. A natural 1 is always a failure on + this check. If you fail to erase explosive + runes, a glyph + of warding, or a sepia + snake sigil, you accidentally activate that writing instead.

+ 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.

You must erase impressions from the present time back; you cannot + choose to leave recent events untouched. Impressions erased in this manner cannot + be recovered via object reading, legend + lore, or similar measures.

Casting erase impressions on a corpse removes + recent psychic impressions from when the creature was alive as well, making those + memories unavailable to speak + with dead. For example, a 5th-level caster casting the spell on a 2-day-old + corpse could erase the past 2 days of psychic impressions from the corpse and + 3 additional days of information from just before the creature died.

+ 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.

If\ + \ the target fails its saving throw, it loses 1 point from any damage reduction and natural armor bonus it may have. If the initial save was not successful,\ + \ the target may attempt a new saving throw each round for the duration of the\ + \ spell or continue to suffer cumulative losses. If the first save fails but a\ + \ subsequent save succeeds, the eroding effects stop at that point, though any\ + \ of the penalties already accrued remain until the spell expires. At the end\ + \ of the spell\u2019s duration, the target\u2019s damage reduction and natural armor bonus immediately return to normal.

Only one erode defenses\ + \ spell can affect a particular target at any one time.

" + 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.

You can choose an amount of time within the\ + \ duration when casting this spell, and you automatically dismiss the spell when\ + \ that time elapses. Your ethereal envelope counts as an object of your size with\ + \ AC 10, hardness 5, and hit points equal to twice your level, and it is immune to bludgeoning damage.\ + \ An attacker must be on the Ethereal Plane or have a way to see ethereal objects in order to detect your\ + \ ethereal envelope. The envelope can also be broken open with a successful Strength check with a DC equal to 15 + your caster level (to a maximum DC of 30). If the ethereal envelope is destroyed,\ + \ the spell ends immediately.

When the spell ends, you remain asleep without\ + \ the protection of the envelope for 1 round. At the end of that round, you are\ + \ shunted back to the Material Plane at the location where you cast the spell, and you are staggered\ + \ for 1 round as you reorient yourself to the Material Plane. You can\u2019t use this spell to travel from your location\ + \ on the Ethereal Plane.

If the space you formerly occupied is now occupied\ + \ by another creature or object, you are shunted to the nearest open space and\ + \ take 1d10 points of damage.

" + 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.

Once the target awakens, it\ + \ is considered pinned, treating your caster level as your CMB and your CMD as 10 + your caster level + your ability modifier for your primary spellcasting ability\ + \ score. A successful grapple combat maneuver check or Escape Artist check leaves the creature grappled rather than pinned but doesn\u2019t allow it to escape. However, a trapped creature can\ + \ attack the cocoon as described in the ethereal envelope spell description.

If\ + \ the creature breaks free of the ethereal envelopment or you dismiss the spell,\ + \ the target is returned to its prior location on the Material Plane, as described for ethereal envelope, but if the target\ + \ is conscious at the time, it doesn\u2019t spend a round asleep or staggered.

" + 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.

Miss chance due to etherealness (such as from the blink spell) doesn\u2019t apply, though miss chance based on concealment does.

" + 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.

An\ + \ ethereal creature is invisible, insubstantial, and capable of moving in any\ + \ direction, even up or down, albeit at half normal speed. As an insubstantial\ + \ creature, you can move through solid objects, including living creatures. An\ + \ ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing\ + \ onto the Material Plane are limited to 60 feet.

Force effects and abjurations\ + \ affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can\u2019t attack material creatures, and spells you cast\ + \ while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects\ + \ that work on the Ethereal Plane.

Treat other ethereal creatures and ethereal objects as if they were material.

If you end the spell and\ + \ become material while inside a material object (such as a solid wall), you are\ + \ shunted off to the nearest open space and take 1d6 points of damage per 5 feet\ + \ that you so travel.

" + 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.

When the spell expires, all affected + creatures on the Ethereal + Plane return to material existence.

+ 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.

Movement through an area of etheric shards\ + \ is halved, even for incorporeal creatures, and creatures entering a 5-foot cube filled with etheric\ + \ shards take 1d8 points of piercing and slashing damage and must succeed\ + \ at a Reflex\ + \ save or take 1 point of bleed damage. This bleed damage stacks with itself and other sources of bleed damage. A creature standing within an area of etheric shards\ + \ takes no damage as long as it remains completely motionless, but even the minor\ + \ movements involved in attacking or defending in combat force a stationary creature\ + \ to attempt a Reflex save. If a stationary creature succeeds at this save, it avoids damage\ + \ completely for that round, but if it fails, it takes hit point damage and bleed\ + \ damage as though it had moved through the square.

A creature forcibly\ + \ moved through an area of etheric shards, such as by a bull rush or drag combat maneuver, takes a \u20134 penalty on its saving throw, but a creature\ + \ able to see invisible or ethereal objects gains a +4 bonus, and damage to it is completely\ + \ negated on a successful Reflex save.

Etheric shards are considered a magical trap, and a creature with trapfinding can use Perception to find them. The DC of this check is equal to 25 + the spell\u2019\ + s level. Etheric shards can\u2019t be disabled with the Disable Device skill.

" + 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\u2019\ + s 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.

Furthermore, if the creature\ + \ is interacted with, or questioned while under the effects of this spell, it\ + \ is considered to have an attitude of Helpful (see Table: Starting Attitudes\ + \ and Diplomacy DC\u2019s to Modify below or see the full Diplomacy skill details for more information), though any advice or answers\ + \ it gives may be disjointed or stream of consciousness due to its euphoric state.

" + 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.

The lens cannot be targeted or harmed by physical attacks,\ + \ but dispel magic, disintegrate, or a rod of cancellation affects it. The lens\u2019s AC against\ + \ touch attacks is equal to 10 + your Dexterity modifier.

" + 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.

Evolution Surge, Lesser

+ +

School transmutation; + Level summoner/unchained + summoner 2

+ +

DESCRIPTION

+ +

This spell causes your eidolon to take on new characteristics.

+ +

You can grant the eidolon any evolution whose total cost does not exceed 2 + evolution points. You may only grant one evolution with this spell, even if that + evolution can be taken multiple times.

+ +

You can grant an evolution that allows you to spend additional evolution points + to upgrade that evolution. This spell cannot be used to grant an upgrade to an + evolution that the eidolon already possesses. The eidolon must meet any prerequisites + of the selected evolution. This spell does not allow an eidolon to exceed its + maximum number of natural attacks.

+ + + +

Evolution Surge, Greater

+ +

School transmutation; + Level summoner/unchained + summoner 4

+ +

DESCRIPTION

+ +

This spell functions as lesser evolution surge (see above), except that + you can grant any two evolutions whose total cost does not exceed 6 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.

Large and larger\ + \ creatures don\u2019t need to attempt a Climb check to climb over it.

At your discretion, you can make the\ + \ structure half as long but thicker by forming it into a berm consisting of a\ + \ steep slope on each side. Characters moving uphill (to an adjacent square of\ + \ higher elevation) must spend 2 squares of movement to enter a square of steep\ + \ slope. Characters running or charging downhill (moving to an adjacent square\ + \ of lower elevation) must attempt a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters\ + \ attempt a DC 10 Ride check\ + \ instead. Characters who fail this check stumble and must end their movement\ + \ 1d2 \xD7 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases\ + \ the DC of Acrobatics\ + \ checks by 2.

" + 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.

Besides its mundane applications,\ + \ you can open a 5-foot-deep pit at a creature\u2019s feet. A Medium or smaller\ + \ creature falls prone in the pit unless it succeeds on a Reflex save. With a successful save, it can choose to land harmlessly on\ + \ its feet in the pit or hop to an adjacent square; this movement does not provoke\ + \ attacks of opportunity. A creature can escape a 5-foot-deep pit with a DC 5\ + \ Climb check. Larger creatures\ + \ may ignore pits smaller than their size.

The earth excavated by this spell\ + \ is ordinarily distributed harmlessly across the spell\u2019s range, but you\ + \ may choose to throw up a burst of grit and debris when you dig a pit. This cloud\ + \ of debris provides concealment to any creatures in the square affected and all adjacent squares\ + \ for 1 round. Expeditious excavation has no effect on solid rock or earth\ + \ creatures.

" + 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\u2019\ + s 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.

This spell\ + \ does not affect creatures that are Small or smaller or those that don\u2019\ + t have blood or some analogous internal fluid.

" + 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.

Each creature in the area must succeed at a Reflex saving throw or take 2d6 points of slashing damage from the flying\ + \ debris.

A target with more than 20 hit points takes 1d6 points of damage per caster level (maximum 20d6), but can attempt a Fortitude save to take only half damage. If this damage would cause the target\ + \ to become disabled or dying, the target dies and its head explodes as described above.

" + 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).

You and any characters you specifically + instruct can read the protected writing without triggering the explosive runes. + Likewise, you can remove the explosive runes whenever desired. Another + creature can remove them with a successful dispel + magic or erase + spell, but attempting to dispel or erase the explosive runes and failing + to do so triggers the explosion.

+ 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.

\n\n\n\ + \n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\ + \n
HD\nEffect
10 or moreSickened
5-9Panicked,\ + \ sickened
4 or lessComatose, panicked,\ + \ sickened

The effects are cumulative and concurrent.

\n

Sickened: Sudden pain and fever sweeps over the\ + \ subject\u2019s body. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by\ + \ a remove disease or heal spell, but a remove curse is effective.

\n

Panicked: The subject becomes panicked\ + \ for 1d4 rounds. Even 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. This is a fear effect.

\n\ +

Comatose: The subject falls into a catatonic coma for 10 minutes per\ + \ caster level. During this time, it cannot be awakened by any means short of\ + \ dispelling the effect. This is not a sleep effect, and thus elves are\ + \ not immune to it.

\n

You must spend a swift action each round after\ + \ the first to target a foe.

" + 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.

You + must make an appropriate Craft check to fabricate articles requiring a high degree + of craftsmanship.

Casting requires 1 round per 10 cubic feet of material + to be affected by the spell.

+ 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\u2019\ + s senses or its ability to breathe, though it might prevent it from speaking.\ + \ The target gains a +4 circumstance bonus on Intimidate checks.

If the target does not normally have a bite attack,\ + \ it gains a bite attack as a natural weapon for the duration of the spell. This bite attack deals 1d6\ + \ points of damage if the target is Medium, 1d4 points of damage if the target\ + \ is Small, or 1d8 points of damage if the creature is Large. The target may use\ + \ this bite as a primary attack or a secondary attack.

" + 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.

The faerie fire can + be blue, green, or violet, according to your choice at the time of casting. The + faerie fire does not cause any harm to the objects or creatures thus outlined.

+ 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.

The\ + \ target gains one random deformity from Table: Arcane Malignancies (below).\ + \ The curse bestowed by this spell cannot be dispelled but can be removed with\ + \ a break enchantment, limited wish, miracle, remove curse, or wish spell.

As changelings sense the awakening of the eerie powers\ + \ they inherited from their hag progenitors, they are often mortified to discover\ + \ terrifying and debilitating alterations to their physique. While the call seizes\ + \ the changelings\u2019 minds around the time their bodies begin maturing, the\ + \ arcane malignancies that mar their features and extremities have nothing to\ + \ do with puberty.

Not every changeling develops a malignancy, and when\ + \ a changeling does develop a malignancy, it is often unrelated to whatever traits\ + \ her hag mother has. These transformations are more akin to a magical allergy,\ + \ manifesting in response to the well of arcane energy bubbling away in the changeling\u2019\ + s core.

A changeling character can take an arcane malignancy as a drawback in order to select an additional trait at character creation. Randomly determine the arcane malignancy by\ + \ rolling a d% and consulting the table below.

\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\ + \n\n\n\n\n\n\n\n\n\n\n\ + \n\n\ + \n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n43\u201345\n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\nYou develop an allergy to one spell per spell level from the\ + \ witch spell list (determined by your GM). Casting or being the target of a spell\ + \ you\u2019re allergic to causes you to break out in a painful rash. This rash\ + \ deals 1d4 points of damage per spell level, and imposes a penalty on your Charisma equal to the level of the spell. The rash fades after a number of\ + \ hours equal to the level of the spell.\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\n\n\ + \n\n\n\n
\n Table: Arcane Malignancies \n
d%Effect
1\u20132The smallest\ + \ three toes on each of your feet have fused together. You take a \u20132 penalty\ + \ on Acrobatics, Climb,\ + \ and Perform (dance) checks.
3\u20134Your incisors grow so long and sharp that you have difficulty\ + \ eating. Eating takes twice as long. Consuming a potion or other magical foodstuff\ + \ requires a full-round action.
5\u2013\ + 7You have an extra digit on each hand, which hampers\ + \ your fine motor skills. You take a \u20132 penalty on Craft, Disable Device,\ + \ and Sleight of Hand checks.
8\u201310Your limbs and torso are covered with piscine scales that you\ + \ must constantly moisten. If more than 1 day passes without you applying at least\ + \ a gallon of water to them, you take 1d3 points of damage each hour until you\ + \ do so.
11\u201313Your skin bears a sizable scarlet mark that flushes and lightens with your moods.\ + \ You take a \u20132 penalty on Bluff and Disguise checks.
14\u201316One of your eyes has grown\ + \ enlarged and developed a pale, milky film. Daylight seems uncomfortably bright\ + \ to you. You take a \u20132 penalty on saving throws against light-based spells\ + \ and effects, and you are automatically dazzled for 1d6 rounds when exposed to\ + \ bright light or sunlight.
17\u201319The soles of your feet are flat, and you tire quickly. You\ + \ can hustle for only a half hour before becoming fatigued, and every 4 hours\ + \ spent traveling by foot in a day deals 1 point of Constitution damage.
20\u201322Your already\ + \ pallid complexion grows unusually sensitive to the rays of the sun. Exposure\ + \ to direct sunlight for more than 1 hour at a time makes you sickened for 24\ + \ hours.
23\u201325The tip of your tongue is forked and stiff. You have difficulty making yourself\ + \ understood. You take a \u20132 penalty on Bluff, Diplomacy, and Disguise checks\ + \ to fool or persuade others.
26\u201328The painful and stiff swelling of your joints puts you at a\ + \ disadvantage in combat. You take a \u20132 penalty on combat maneuver checks\ + \ and Escape Artist checks to free yourself when grappled or pinned.
29\u201331Your ears have stretched\ + \ to an abnormal size, making you overly sensitive to loud noises. Whenever you\ + \ are dealt sonic damage, you take 1 additional point of damage, and you are deafened\ + \ for 1 minute whenever you take damage from any sonic effect.
32\u201333The pupils of your eyes\ + \ resemble a cat\u2019s, and beasts cannot abide your presence. You take a \u2013\ + 2 penalty on Handle Animal and Ride checks.
34\u201335You grow velvety-soft fur along your back,\ + \ arms, and legs that chafes and catches under clothing and armor, increasing the armor check penalty of any armor by 1 and applying\ + \ a \u20131 armor check penalty to ordinary clothing. Clothing and armor can be\ + \ specially fitted for you, eliminating the increased penalty but increasing their\ + \ price by 50 gp.
36\u201337You grow an extra row of sharp, crooked teeth. The uneven set of your jaws\ + \ gives you constant headaches. You take a \u20132 penalty on concentration checks\ + \ and saving throws against pain effects.
38\u201340It is nearly impossible to find armor that\ + \ fits your concave chest and unusually narrow, sloping shoulders. The armor check\ + \ penalty of any armor you wear increases by 1, and you take a \u20131 penalty\ + \ to AC when wearing medium or heavy armor.
41\u201342Your throat balloons out like a frog\u2019\ + s, and your voice comes out as an odd croak. You take a \u20132 penalty on Diplomacy\ + \ checks and on Perform (act, oratory, and sing) checks.
An oozing sore has developed\ + \ on your face that refuses to heal and makes you more susceptible to illness.\ + \ You take a \u20132 penalty on saving throws against disease.
46\u201348Your flesh grows bark,\ + \ and your major joints have become gnarled and knotted like tree limbs, causing\ + \ you to move slowly and stiffly. You take a \u20132 penalty on Reflex saves.
49\u201351Your thin,\ + \ almost translucent skin is delicate and tears easily. You take 1 point of bleed\ + \ damage from slashing attacks that deal at least 1 point of damage to you.
52\u201354A massive\ + \ patch of multicolored warts covers much of your face. People cannot help but\ + \ stare, and they always remember you once they\u2019ve seen you. You take a \u2013\ + 4 penalty on Disguise checks.
55\u201357Your unruly hair grows with alarming speed. If you do not spend\ + \ 1 hour trimming and grooming your hair every 48 hours, it snarls in nearby foliage\ + \ whenever you are outdoors, imposing a \u20132 penalty to your Armor Class and\ + \ on attack rolls and Stealth checks.
58\u2013\ + 60Your limbs are thin and frail. You take a \u20132\ + \ penalty to CMD against disarm, grapple, and trip attempts.
61\u201363Your bones shatter as easily\ + \ as glass. You take 2 additional points of damage each time you are hit by an\ + \ attack made with a bludgeoning weapon.
64\u201365One arm is turning to stone, though you retain\ + \ limited mobility. You take a \u20134 penalty on all skill checks requiring the\ + \ use of two hands and on attack rolls when wielding a two-handed weapon or fighting\ + \ with two weapons.
66\u201367
68\u201369The joints in your unnaturally long thumbs\ + \ have fused, and you often fumble objects. When you retrieve a stored item, you\ + \ have a 10% chance of dropping it.
70\u2013\ + 72Your knees bend backward like a bird\u2019s, which\ + \ makes many athletic movements difficult to master. You take a \u20132 penalty\ + \ on Climb and Swim checks, and your running speed is only three times your regular\ + \ walking speed.
73\u201375A tenacious patch of fungus has sprouted on your back, weakening your system\ + \ against toxins. You take a \u20132 penalty on saves against poison effects.
76\u201377Your misaligned\ + \ eyes affect your ability to judge distances. You take a \u20132 penalty on ranged\ + \ attack and damage rolls.
78\u201380When you get flustered, heat builds up in your face until it\ + \ glows with inner fire. You take a \u20134 penalty on Diplomacy and Perform checks\ + \ when in the presence of 5 or more creatures.
81\u201383Your ears curl up like dried leaves,\ + \ and you experience difficulty picking up sounds. You take a \u20132 penalty\ + \ on hearing-based Perception checks.
84\u2013\ + 86Your curving, clawlike fingernails grow so long so\ + \ quickly that they impede you in dangerous situations. You take a \u20132 penalty\ + \ on Escape Artist and Sleight of Hand checks.
87\u201389One of your legs measures noticeably\ + \ longer than the other, and you lose your balance easily. You take a \u20132\ + \ penalty to CMD against bull rush and trip attempts.
90\u201392Your eyes have swollen to mere slits.\ + \ You take a \u20132 penalty on sight-based Perception checks.
93\u201396You develop a shaggy pelt\ + \ about your neck and shoulders that makes you overheat quickly. You take a \u2013\ + 4 penalty on checks and saves to resist environmental heat effects.
97\u201398You grow a tail that\ + \ you can\u2019t easily conceal and that thrashes violently at inconvenient moments.\ + \ You take a \u20132 penalty on Disguise and Stealth checks.
99\u2013100You grow vestigial gills.\ + \ While they grant you no ability to breathe in water, they make it harder for\ + \ you to catch your breath. When you are fatigued, it takes 12 hours of complete\ + \ rest to recover. When you are exhausted, it takes 2 hours of complete rest to\ + \ become fatigued.
" + 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.

Note + This spell is associated with a particular deity. The caster must worship the + associated deity. The symbol of the associated deity appears above the heads of + those affected by this spell, making those affected and unaffected by the spell + immediately apparent.

+ 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.

You can configure\ + \ the meadow into any shape you desire, to the limit of the spell\u2019s effect.\ + \ The place is comfortable and temperate. The trees can provide enough food to\ + \ sustain 4 people per caster level for a day. A staff of near-transparent animal or fey-like servants (as many as two per caster level) wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in\ + \ the meadow.

Since the place can be entered only through its special portal,\ + \ outside conditions do not affect the meadow, nor do conditions inside it pass\ + \ to the plane beyond.

" + 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\u2019s memory only in a specific\ + \ way.

In response to a triggering condition you determine, up to the last\ + \ 5 minutes of the target\u2019s memory are eliminated and replaced with a memory\ + \ of your choosing (or no memory at all).

For example, you could cast this\ + \ on an assassin, set it to trigger when he completes his kill, and replace his\ + \ memory of the murder with the memory of him discovering the body and picking\ + \ up the murder weapon. You can cast this spell multiple times on the same target,\ + \ even with the same trigger, affecting different memories. A single casting of\ + \ false alibi affects a creature only until the specified condition has been triggered;\ + \ once a condition has been triggered and the target\u2019s memory altered, that\ + \ condition no longer triggers this spell unless the victim is subject to another\ + \ casting of false alibi that specifies the same trigger.

" + 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.

Instead of the\ + \ target\u2019s true actions or experiences, divinations resolve as if the target\ + \ will experience some different future you describe as you cast false future.\ + \ The target creature can attempt a Will save to avoid the initial effect, and creatures using divinations get\ + \ a Will\ + \ save to disbelieve the illusion. This spell doesn\u2019t prevent divinations\ + \ cast after the duration\u2019s end from determining what the subject actually\ + \ did during the time you obscured using false future.

False future\ + \ can\u2019t be detected by detect magic or identify, but greater detect magic can detect it.

" + 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.

Attempts to identify false resurrection with a skill check\ + \ incorrectly identify it as resurrection (see the ruse descriptor). A fooled viewer mistakes false\ + \ resurrection\u2019s aura as the lingering aura of an instantaneous conjuration effect.

\n" + 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.

\n" + 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\u2019s 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.

Attacks against your familiar\ + \ have a 50% miss chance; attacks that miss instead target the familiar figment,\ + \ which reacts as if damaged as appropriate to the attack but unlike a mirror\ + \ image is not destroyed when struck. This spell does not grant your familiar\ + \ concealment\ + \ or prevent it from being targeted by spell effects that do not require an attack\ + \ roll.

In addition, as a swift action, your familiar can direct the familiar figment to attempt a melee touch attack,\ + \ using your base attack bonus and the familiar\u2019s Dexterity modifier. If this attack hits, your familiar (but not other creatures) treats that target as flanked until the end of its turn.

" + 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.

While possessing your familiar, you can communicate with it telepathically.\ + \ You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The familiar\u2019s body retains its own\ + \ Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra\ + \ limbs does not allow you to make more attacks (or more advantageous two-weapon\ + \ attacks) than normal. You may use any abilities the familiar has, including\ + \ spells and spell-like abilities. You cannot speak unless your familiar has the ability\ + \ to speak a language. You cannot cast spells with somatic components if your familiar does not have anthropomorphic limbs that can\ + \ perform the appropriate motions.

As a standard action, you can return to your body as long as it is within range.\ + \ If your familiar is slain while your soul is in it and your body is within range,\ + \ your soul returns to your own body, unharmed. If your familiar is out of range\ + \ when slain, you die. The spell ends when you shift from the familiar to your\ + \ own body.

" + 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.

While this spell offers no protection against most attacks, + staying constantly sanitary grants you a +2 circumstance + bonus on Fortitude + saving throws against inhaled and ingested diseases.

Members of the Sanctified + Prophet prestige class can cast this spell, even though it is not a divination + or enchantment.

+ 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.

You\ + \ can see, hear, taste, and smell your duplicate\u2019s surroundings as if you\ + \ are actually present using your Perception skill. While you also remain aware of your own immediate surroundings\ + \ when controlling your duplicate, controlling it does take a toll on your senses.\ + \ You take a \u20134 penalty on Perception checks while you control your duplicate.

The duplicate moves\ + \ under your mental command, and while you need not act out its movements, you\ + \ must take a standard action to control your duplicate for 1 round (concentrating on the\ + \ spell) or it winks out of existence. You can maintain control of your duplicate\ + \ even if you have no line of sight or line of effect to it.

The duplicate\ + \ immediately winks out of existence if it is hit by an attack or in the area\ + \ of a damaging effect, or if it moves beyond the maximum range of the spell.

" + 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.

These temporary + hit points stack if they are from different creatures.

+ 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).

Feast of ashes can be removed with + a break + enchantment, limited + wish, miracle, + remove + curse, or wish + spell, but effects suffered as a result of starvation must be healed by normal + means.

+ 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.

The spell affects one or more Medium\ + \ or smaller creatures (including gear and carried objects up to each creature\u2019\ + s maximum load) or objects, or the equivalent in larger creatures: a Large creature\ + \ or object counts as two Medium creatures or objects, a Huge creature or object\ + \ counts as four Medium creatures or objects, and so forth.

This spell has\ + \ no special effect on ranged weapons unless they are falling quite a distance.\ + \ If the spell is cast on a falling item, the object does half normal damage based\ + \ on its weight, with no bonus for the height of the drop.

Feather fall\ + \ works only upon free-falling objects. It does not affect a sword blow or a charging\ + \ or flying creature.

See Falling Damage if something bad happens!

" + 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.

The caster must succeed at\ + \ a caster level\ + \ check in order to affect magic liquids and poisons (DC = 10 + item level for\ + \ magic liquids, DC equal to the poison\u2019s save DC for a poison); otherwise, the spell fails. If the caster succeeds, the liquid also\ + \ assumes a flavor according to what the caster desires, but the effect on the\ + \ imbiber is the same. An imbiber of a liquid affected by ferment must succeed\ + \ at a Fortitude saving throw at the spell\u2019s save DC or take a \u20132 penalty\ + \ on attack rolls, saves, ability checks, and skill checks for the remaining duration\ + \ of the spell. Additionally, the DC of any skill check to identify a magic liquid\ + \ or poison under the effects of this spell increases by 5.

" + 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.

You can more easily cast spells that the creature\ + \ has as spell-like abilities, although you must still cast them as normal for your\ + \ class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can\u2019t be countered.

Small Fey: If you assume this\ + \ form, you gain a +2 size bonus to your Dexterity and Constitution scores.

Medium Fey: If you assume this form, you gain\ + \ a +2 size bonus to your Strength and Constitution scores.

\n" + 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.

This\ + \ spell forms a circular portal between 5 and 20 feet in diameter (your choice)\ + \ oriented in the direction you desire when it comes into being (typically vertical\ + \ and facing you). the portal is full of gray fog that blocks line of sight.

Anyone\ + \ or anything that moves through the portal to enter the Fey World is shunted\ + \ instantly to a random point on that plane (the same point for everything traveling\ + \ via a particular casting). At the end of the spell\u2019s duration, the caster\ + \ can attempt a DC 30 Spellcraft\ + \ check. On a success, the portal remains open for 1d4+1 days. Creatures exiting\ + \ the Fey World through a fey gate always arrive at the location the\ + \ spell was cast.

While the spell always deposits travelers on solid ground\ + \ in the Fey World, it conveys no protections against whatever creatures or environmental\ + \ hazards may be present there.

" + 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.

A Large\ + \ creature counts as 4 Medium creatures for the purpose of how many targets you\ + \ can effect with the spell; a Huge creature counts as 8, a Gargantuan creature\ + \ as 16, and a Colossal creature as 32. This spell has no effect within the area\ + \ of a higher-level wind or weather spell.

" + 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.

You gain a +6 enhancement + bonus to your Dexterity + score and a fly speed of 40 ft. (perfect maneuverability). Your unarmed attack + deals an additional 3d6 points of fire damage, and you are considered armed when + making unarmed attacks. Your body burns so brightly that creatures who do not + avert their gaze from you are dazzled. + Fire spells you cast have their save DCs increased by +1. If you enter water, + you are surrounded by a 5-foot radius of steam and bubbles that grant you concealment + (50% miss chance) but you take 2d6 points of damage each round you remain in water.

+ 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.

When the wielder\ + \ of the weapon successfully strikes a foe in melee with the weapon, the wielder\ + \ can discharge the rune as a swift action to deal 1d4+1 points of fire damage to the target. This damage\ + \ isn\u2019t multiplied on a critical hit. If the target has spell resistance, you attempt a caster level check (1d20 + caster level) against that spell resistance when the rune is discharged. If the rune is successfully\ + \ resisted, the spell is dispelled; otherwise, the rune deals damage normally.

For\ + \ every 2 caster levels beyond 3rd the caster possesses, the rune deals an additional\ + \ 1d4+1 points of fire damage (2d4+2 at caster level 5th, 3d4+3 at 7th, and so on) to a maximum of 5d4+5 points of\ + \ fire damage at caster\ + \ level 11th.

" + 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\u2018\ + s eidolon, though an eidolon receives a +4 bonus on its Fortitude save unless the spell is cast by the eidolon\u2018s own summoner.

If this spell targets an eidolon, creatures within 20 feet of the eidolon take an amount of damage equal to 1d4 + 1/2 the caster level of the summoner who controlled the eidolon.

" + 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\u2019s 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.

The spell enables the subject to sense the correct direction\ + \ that will eventually lead it to its destination, indicating at appropriate times\ + \ the exact path to follow or physical actions to take. For example, the spell\ + \ enables the subject to sense what cavern corridor to take when a choice presents\ + \ itself. The spell ends when the destination is reached or the duration\ + \ expires, whichever comes first.

Find the path can be used to remove\ + \ the subject and its companions from the effect of a maze spell in a single\ + \ round, specifying the destination as \u201Coutside the maze.\u201D This divination\ + \ is keyed to the recipient, not its companions, and its effect does not predict\ + \ or allow for the actions of creatures (including guardians) who might take action\ + \ to oppose the caster as he follows the path revealed by this spell.

" + 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\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: 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: '' + 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.

Acorn Grenades: As many as four acorns turn into special thrown\ + \ splash weapons. An acorn grenade has a range increment of 20 feet. A ranged\ + \ touch attack roll is required to strike the intended target. Together, the acorns\ + \ are capable of dealing 1d4 points of fire damage per caster level (maximum 20d4)\ + \ divided among the acorns as you wish. No acorn can deal more than 10d4 points\ + \ of damage.

Each acorn grenade explodes upon\ + \ striking any hard surface. In addition to its regular fire damage, all creatures\ + \ adjacent to the explosion take 1 point of fire damage per die of the explosion.\ + \ This explosion of fire ignites any combustible materials adjacent to the target.

Holly Berry Bombs: You turn as many as eight\ + \ holly berries into special bombs. The holly berries are usually placed by hand,\ + \ since they are too light to make effective thrown weapons (they can be tossed\ + \ only 5 feet). If you are within 200 feet and speak a word of command, each berry\ + \ instantly bursts into flame, causing 1d8 points of fire damage + 1 point per\ + \ caster level to every creature in a 5-foot-radius burst and igniting any combustible\ + \ materials within 5 feet. A creature in the area that makes a successful Reflex saving throw\ + \ takes only half damage.

By the way\u2026\ +

This spell can start fires on a ship.

" + 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.

Any creature striking you with its body or a hand-held + weapon deals normal damage, but at the same time the attacker takes 1d6 points + of damage + 1 point per caster level (maximum +15). This damage is either cold + damage (if you choose a chill shield) or fire damage (if you choose a warm + shield). If the attacker has spell + resistance, it applies to this effect. Creatures wielding melee weapons with + reach are not subject to this damage if they attack you.

When casting this + spell, you appear to immolate yourself, but the flames are thin and wispy, increasing + the light level within 10 feet by one step, up to normal light. The color of the + flames is blue or green if the chill shield is cast, violet or red if the + warm shield is employed. The special powers of each version are as follows.

Chill Shield: The flames are cool to the touch. + You take only half damage from fire-based attacks. If such an attack allows a + Reflex + save for half damage, you take no damage on a successful saving + throw.

Warm Shield: The flames are warm + to the touch. You take only half damage from cold-based attacks. 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: 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: '' + 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.

When casting fire trap, you select\ + \ a point on the object as the spell\u2019s center. When someone other than you\ + \ opens the object, a fiery explosion fills the area within a 5-foot radius around\ + \ the spell\u2019s center. The flames deal 1d4 points of fire damage + 1 point\ + \ per caster level (maximum +20). The item protected by the trap is not harmed\ + \ by this explosion.

A fire-trapped item cannot have a second closure or\ + \ warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel\ + \ magic spell does not detonate the spell. Underwater, this ward deals half\ + \ damage and creates a large cloud of steam.

You can use the fire-trapped\ + \ object without discharging it, as can any individual to whom the object was\ + \ specifically attuned when cast. Attuning a fire-trapped object to an individual\ + \ usually involves setting a password that you can share with friends.

" + 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.

You point\ + \ your finger and determine the range (distance and height) at which the fireball\ + \ is to burst. A glowing, pea-sized bead streaks from the pointing digit and,\ + \ unless it impacts upon a material body or solid barrier prior to attaining the\ + \ prescribed range, blossoms into the fireball at that point. An early\ + \ impact results in an early detonation. If you attempt to send the bead through\ + \ a narrow passage, such as through an arrow slit, you must \u201Chit\u201D the\ + \ opening with a ranged touch attack, or else the bead strikes the barrier and\ + \ detonates prematurely.

The fireball sets fire to combustibles and\ + \ damages objects in the area. It can melt metals with low melting points, such\ + \ as lead, gold, copper, silver, and bronze. If the damage caused to an interposing\ + \ barrier shatters or breaks through it, the fireball may continue beyond\ + \ the barrier if the area permits; otherwise it stops at the barrier just as any\ + \ other spell effect does.

" + 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\u2019s 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\u2019s 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).

The coruscating rain of fire fills\ + \ a hemispherical burst with a radius of 60 feet. All creatures and objects in\ + \ the area take 5d6 points of fire damage and catch on fire.

Creatures who make successful Reflex saves take half damage and don\u2019t catch on fire. Creatures within 120 feet of the original fire source are\ + \ blinded\ + \ for 1d4+1 rounds (Will negates).

" + 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.

Firestream + sets fire to combustibles and damages objects in the area. It can melt metals + with low melting points, such as lead, gold, copper, silver, and bronze. If the + damage caused to an interposing barrier shatters or breaks through it, the firestream + may continue beyond the barrier if the area permits; otherwise it stops at the + barrier just as any other spell effect does.

+ 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.

While under the\ + \ effects of this spell, you continue to register pain\u2014you simply don\u2019\ + t suffer the deleterious effects such sensations bring. For example, if you were\ + \ lit on fire as you slept, you would still wake from the pain of burning even\ + \ though some of the fire damage you endured (perhaps all of it) would be negated\ + \ by this spell.

You gain DR 5/magic, resist fire 10, and a +4 bonus on saving throws to resist pain\ + \ effects. Once the spell has prevented a total of 10 points of damage per caster level (maximum\ + \ 100 points), it is discharged. At any time during the spell\u2019s duration\ + \ when you take damage that would be subject to the damage reduction or energy resistance granted by this spell, you can expend the spell\u2019s\ + \ remaining duration as an immediate action in order to increase the effects to DR 10/magic, resist fire 30, and immunity to pain effects. If you do so, these enhanced effects persist for\ + \ 3 rounds. After this time, the spell ends.

\n\n\"\"\n
" + 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.

Any time you end your movement in the same square + as a flammable object or creature, that creature or object must succeed at a Reflex save + or catch fire.

+ 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">
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.

By the way\u2026

This spell can start fires\ + \ on a ship.

" + 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.

By the way\u2026

This spell can start fires\ + \ on a ship.

" + 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.

The flame steed is immune to fire and has + acid, cold, and electricity + resistance 10. If it or its rider is attacked, it automatically exhales a + 15-foot cone of smoke and ash on your turn as a free + action. Anyone in the cone must succeed at a Fortitude + save (DC equal to the spell DC) or become sickened + for 1d6 rounds after leaving the area. This smoke acts as obscuring + mist for the purpose of concealment. + The smoke persists for 1 round.

+ 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.

By the way\u2026

This spell does not start\ + \ fires on a ship unless the ship rolls a natural 1 on its saving throw against\ + \ fire damage.

" + 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.

The spell functions only for weapons that + you wield. If the weapon leaves your hand for any reason, the spell effect ends. + The effects of this spell do not stack with any existing flaming + or flaming + burst weapon property that the target weapon may already possess.

+ 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.

Multiple\ + \ castings of this spell stack; you can cast it once on yourself to gain the fire subtype, then again to manifest the aura of flames around you.

" + 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.

The sphere moves as long as you actively\ + \ direct it (a move action for you); otherwise, it merely stays at rest and burns.\ + \ It can be extinguished by any means that would put out a normal fire of its\ + \ size. The surface of the sphere has a spongy, yielding consistency and so does\ + \ not cause damage except by its flame. It cannot push aside unwilling creatures\ + \ or batter down large obstacles. A flaming sphere winks out if it exceeds\ + \ the spell\u2019s range.

\n" + 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 \u2013\ + 4 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).

The wave also attempts a bull rush combat maneuver against all creatures of any size within its area of effect.\ + \ 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 attempt doesn\u2019t provoke attacks of opportunity.

The area covered by the cone remains inundated\ + \ for 1 round per caster level. If cast on land, treat the area as a deep bog.

If cast\ + \ on water, the water level within the affected area rises by 5 feet.

" + 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.

Attended objects are allowed a Fortitude save. When this spell ends, the object reverts to its original\ + \ quality. An item destroyed while under the effects of this spell remains destroyed\ + \ when this spell ends.

This spell can be cast on a single construct to disrupt its animating force. A construct that fails its saving throw takes a \u20132 circumstance penalty\ + \ on attack rolls, saving throws, skill checks, and ability checks for the duration\ + \ of the spell.

" + 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.

Fleeting memory doesn\u2019t wipe\ + \ out its target\u2019s memories until the end of its duration, so the target\ + \ can remember the preceding rounds until the spell\u2019s duration ends. If the\ + \ spell ends prematurely, either because you dismiss it or because it is dispelled,\ + \ it disperses without affecting its target\u2019s memory.

Whether or not\ + \ the target\u2019s save is successful, the target forgets that you cast a spell.

\n" + 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.

This\ + \ spell disguises the zombie\u2019s appearance and allows you to control it. The zombie\u2019s outward appearance, movement, and voice appear the same as\ + \ if it were still alive. The zombie\u2019s normal staggered condition doesn\u2019t apply (though it can still be staggered\ + \ by other means). Successfully detecting the flesh puppet as a zombie without magic requires an opposed Perception check against your Disguise check, and you add your caster level as a bonus on this Disguise check.

An ephemeral string connects you to the zombie.\ + \ Through this string, you have a mental link to the zombie and can command it as a swift action. The zombie uses its own actions to complete your commands. The zombie can speak up to 25 words in 1 round, but you must mentally impart\ + \ what you intend it to say as a swift action. It is incapable of articulating speech on its own. The zombie\ + \ can be ordered to perform very simple tasks it knew in life but can\u2019t make\ + \ attacks, cast spells, or perform complex or difficult tasks requiring constant\ + \ concentration.

The\ + \ string connecting you and the zombie is nearly invisible.

A DC 30 Perception check is required to detect it. It has hardness 0 and 1 hp. The length of string you can create is 100 feet + 10 feet per caster level you have. The string snaps if you and the zombie move farther apart than this length, though the zombie won\u2019t move out of range unless forced to do so or unless you\ + \ command it to do so. If the string to the zombie is severed, the spell immediately ends. The ephemeral string can pass\ + \ through physical barriers, but not barriers of magical force, and it can be\ + \ damaged as though it were a physical object.

When this spell ends, the\ + \ zombie immediately reverts back to a normal corpse. The spell ends automatically\ + \ if you cast flesh puppet or flesh puppet horde on a new corpse.

\n" + 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.

The wall must be vertical,\ + \ but can be shaped as you see fit.

The wall is considered to be undead. It uses your Will saving throw to resist channel energy.

A flesh wall is 2 feet thick. Each 5-foot square of\ + \ the wall has 12 hit points and DR 5/slashing. A section of wall whose hit points drop to 0 is breached. As a move action, you can cause the fleshwall to constrict, shrinking it\ + \ by a 5-foot square to fill the hole.

Additionally, as a standard action, you can cause a 5-foot square of 117 the wall to permanently\ + \ detach, forming a human zombie under your verbal control (this zombie doesn\u2019t count against your normal limit of commanded undead). The zombie reverts back into a normal corpse when the spell\u2019s effect ends.\ + \ Each 5-foot square of the wall makes a single slam attack against an adjacent\ + \ enemy on your turn, as a human zombie. The squares of the wall threaten their adjacent squares and can even\ + \ provide flanking.

Creatures can force their way slowly through the wall by\ + \ making a Strength check as a full-round action. The DC to move through the wall is equal to 15 + your\ + \ caster level.\ + \ A creature that fails the check is trapped in the wall, takes 3d6 points of\ + \ crushing damage, and is denied its Dexterity bonus to AC against the wall\u2019s slam attack. The creature can\ + \ make an attempt to escape the wall on its next turn.

You can use zombies\ + \ already under your control as the material components for a flesh wall. However, they and any other corpses in the wall\ + \ revert back to inanimate corpses when the spell ends.

" + 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.

Because a target\u2019s gear does not transform\ + \ with it, any items fall under or within the ooze\u2019s body, which may mean the items are destroyed. If the ooze has the split ability, splitting the ooze creates one ooze that retains the creature\u2019s original identity (for the purpose\ + \ of memories or restoring the creature) and one normal mindless ooze of that type.

" + 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.

Only + creatures made of flesh are affected by this spell.

+ 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\u2014\ + movement, attacks, or defense.

    \n
  • Attacks: One of the creature\u2019\ + s natural attacks takes a \u20132 penalty on attack and damage rolls, only\ + \ scores a critical hit on a natural 20, and only deals \xD72 damage on a confirmed\ + \ critical hit.
  • \n
  • Defense: The creature\u2019s natural armor bonus decreases by \u20134, to a minimum bonus of +0.
  • \n\ +
  • Movement: One of the creature\u2019s movement speeds (chosen by you)\ + \ is halved.
  • \n

Most undead are susceptible to fleshcurdle, but amorphous creatures and creatures without flesh are immune (such as elementals, oozes, plants, gaseous or incorporeal creatures, and skeletons).

" + 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\u2019s 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\u2019s 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.

This gives the target the appearance of a living\ + \ creature of the type it was when it was still alive (if applicable). Creatures\ + \ casting spells such as detect undead must succeed at a saving throw\ + \ (with a DC equal to the spell\u2019s save DC) to detect the target\u2019s presence,\ + \ and if the target is intelligent, it gains a +10 bonus on Disguise checks to appear alive or recently deceased. If the undead has any features different from those of the type of living creature\ + \ it most resembles (such as a ghoul\u2019s elongated teeth and claws), those features shrink and become\ + \ less prominent, and the subject deals damage as though it were one size smaller.\ + \ This spell has no effect on creatures that are skeletal or otherwise lack flesh.

" + 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).

If + you swap out a rage + power that is required to qualify for another one of your rage + powers, you cannot use any rage + powers dependent on the one you swapped out until the spell ends. For example, + if you have the intimidating + glare and terrifying + howl rage + powers and you swap out intimidating + glare for surprise + accuracy, you cannot use terrifying + howl until the spell ends.

+ 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\u2019\ + s 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.

If the target removes\ + \ the suit of armor or shield (even if it\u2019s broken or has been drained of all enhancement bonuses), the armor or shield\ + \ regains its hardness, armor bonus, and enhancement bonus at the rate of 1 per 2 hours. A suit of armor or shield\ + \ broken\ + \ by this curse that regains its full hardness ceases to be broken. A magic suit of armor or shield that lost its special abilities regains\ + \ them when its enhancement bonus is fully restored.

" + 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.

The level\ + \ of light in the area changes at the start of each creature\u2019s turn, as determined\ + \ by rolling a percentile die and consulting the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n
d%Illumination level
1\u201310Supernatural darkness
11\u201325Darkness
26\u201350Dim light
51\u201390Normal light
91\u201300Bright light

Even darkvision can\u2019t see through supernatural darkness (as deeper darkness). Bright light affects creatures with light blindness or light sensitivity. For the purpose of superseding its effects with higher-level\ + \ light or darkness spells, flickering lights counts as a light spell when it increases\ + \ the ambient light level and a darkness spell when it decreases the ambient light level.

" + 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.

Floating Disk Tricks

PCS:DR

There\ + \ are some additional options related to this spell if a character has the Magic Trick\ + \ feat:

Although most spellcasters use floating disks as little more\ + \ than a means of moving luggage, the shulsagas of the Astral Plane have mastered the ability to ride atop a floating disk. A combination\ + \ of cultural importance, astral secrets, and constant practice allows shulsagas\ + \ to push the spell\u2019s magic beyond its normal limits. Masters of the art\ + \ can perform truly extraordinary maneuvers with proper training. In addition\ + \ to the feat, skill, or other requirements listed for each of these tricks, you\ + \ must have the Magic Trick (floating disk) feat to use the trick.

Defensive Disk (Fly 3 ranks, Shield Proficiency): While riding atop your floating disk with at least one\ + \ hand free, you can spend a move action to grip the disk by its edge, tilt it, and use it to deflect\ + \ blows. Until the beginning of your next turn, your floating disk grants you\ + \ the benefits of the spell shield. If you are already under the effects of the shield spell from another\ + \ source, this effect instead increases the spell\u2019s shield bonus by 1 until the beginning of your next turn.

Disk Rider (Fly\ + \ 3 ranks): You can ride atop any floating disk you create, so long as it has\ + \ the capacity to support your weight. This grants you a fly speed of 30 feet\ + \ (average), but the disk cannot move itself or you more than 5 feet above the\ + \ ground at any time. If you are on a location within the Astral Plane\u2014the disk can instead fly to any height, and your fly speed\ + \ while standing on it increases to 40 feet (good). When you cast floating disk,\ + \ you can step onto the disk in your space as part of the action required to cast\ + \ the spell.

Drifting Defense (Fly 6 ranks, Mobility, Shield Proficiency): Whenever you move at least 10 feet during your turn,\ + \ you can activate the defensive disk trick as a free action.

Expanded Disk (Fly 3 ranks, Heighten Spell): If you are Large or larger, you can create a larger floating\ + \ disk capable of supporting your weight and size; however, for each size category\ + \ you are larger than Medium, you must use a spell slot that is one level higher\ + \ (for example, a 4th-level spell is required to create a disk capable of supporting\ + \ a Gargantuan creature). Once created, a disk augmented with this trick will\ + \ always support the weight of you and your personal gear, even if this combined\ + \ mass exceeds the disk\u2019s capacity.

Force\ + \ Check (Fly 3 ranks,\ + \ Catch Off-Guard or Improved Bull Rush): When you successfully charge and bull rush a creature while riding atop your floating disk, you can veer the disk into your target, dealing 1d6 points\ + \ of bludgeoning damage in addition to moving the target. You gain a +4 circumstance bonus to your Armor Class against any attack of opportunity attempted against you when performing a bull rush in\ + \ this way.

Spurn Gravity (Fly 6 ranks): While astride your floating disk, you can fly higher than 5 feet above the ground. However,\ + \ you must return to a location 5 feet above a stable surface before the end of\ + \ your turn or fall. If you take damage from this fall, you fall prone atop your floating disk. As a swift action, you can also reduce the remaining duration of your floating\ + \ disk to 1 round per level. For the remaining duration of the spell, your fly\ + \ speed increases to 50 feet and your disk ignores all altitude limitations.

\_\ +

" + 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.

Any + creature in the area takes 4d6 points of cold damage from being pelted with the + icy spheres.

+ 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.

Using + a fly spell requires only as much concentration as walking, so the subject + can attack or cast spells normally. The subject of a fly spell can charge + but not run, and it cannot carry aloft more weight than its maximum load, plus + any armor it wears. The subject gains a bonus on Fly + skill checks equal to 1/2 your caster level.

Should the spell duration expire + while the subject is still aloft, the magic fails slowly. The subject floats downward + 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, + it lands safely. If not, it falls the rest of the distance, taking 1d6 points + of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the + subject also descends safely in this way if the fly spell is dispelled, + but not if it is negated by an antimagic field.

See Falling + Damage if something bad happens!

+ +
FAQ
+ +
+ +

When a character or creature is flying, and that creature decides to ascend + at a 45 degree angle, the rules states that it moves at half speed? Do the rules + for diagonal square counting still apply when moving up diagonally in this way?

+ +

No. Since the game is generally assumed to be played in two dimensions, even + when representing three dimensional combat, the rules for ascending are handled + by the speed reduction instead of asking players and GMs to ascertain the diagonal + vertical movement.

+ +

[Source]

+ +
+ +
+ + ' + 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).

A moderate wind (11+ mph) disperses the fog in 4 rounds;\ + \ a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not\ + \ function underwater.

By the way\u2026

The\ + \ effects created by this spell do not move with a vehicle.

" + 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.

When you use this spell to track a given alignment, it gains + the descriptor of the opposite alignment. For example, when follow aura + is used to track evil, + it gains the good + descriptor.

' + 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 \u2013\ + 2 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.

If a viewer identifies the spell\ + \ with a successful Spellcraft\ + \ check, she can attempt an immediate Will saving throw as if interacting with an illusion. With a successful Will save, the observer can correctly identify fool\u2019s teleport\ + \ for what it is; otherwise, she perceives the spell to be dimension\ + \ door, teleport, or similar conjuration magic. A successful Will save doesn\u2019t negate the invisibility.

\n \n
\"\"" + 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.

\n

Attack: The target cannot take any action that involves an attack roll,\ + \ or uses a spell or ability that targets a foe or an area that includes a foe.

\n\ +

Cast: Target cannot cast spells or use spell-like abilities.

\n

Communicate: The target cannot take\ + \ any actions that allow it to communicate with anyone. This includes such acts\ + \ as speaking, Bluff checks\ + \ to pass secret messages, writing, and using telepathy. It does not prevent verbalizations made for purposes other than\ + \ communication, such as command words or the verbal component of spellcasting.

\n\ +

Draw: Target cannot ready or prepare any item, weapon, component, or\ + \ equipment.

\n

Move: The target can take no act that would cause\ + \ it to end up in a different location. The target does not resist being moved\ + \ by others (and thus can be picked up or dragged, or can float along on a raft),\ + \ but does not consciously attempt to move (including not directing a mount to\ + \ move).

\n

The target is free to take any actions not forbidden by\ + \ the caster. For example, a target affected by this spell\u2019s demand to not\ + \ move is still free to cast spells, make attacks, or shout for help.

Forbid Action, Greater

\n

School enchantment (compulsion) [language-dependent, mind-affecting]; Level cleric/oracle 5, inquisitor 5, psychic 5

\n

EFFECT

\n

Targets one creature/level,\ + \ no two of which can be more than 30 ft. apart
Duration 1 round/level

\n\ +

DESCRIPTION

\n

This spell functions as forbid action,\ + \ except up to one creature per level may be affected. Each creature must receive\ + \ the same forbidden action.

\n
" + 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.

In addition, it damages\ + \ entering creatures whose alignments are different from yours. The effect on\ + \ those attempting to enter the warded area is based on their alignment relative\ + \ to yours (see below). A creature inside the area when the spell is cast takes\ + \ no damage unless it exits the area and attempts to reenter, at which time it\ + \ is affected as normal.

Alignments identical:\ + \ No effect. The creature may enter the area freely (although not by planar travel).

Alignments different with respect to either law/chaos\ + \ or good/evil: The creature takes 6d6 points of damage. A successful Will save halves\ + \ the damage, and Spell Resistance applies.

Alignments\ + \ different with respect to both law/chaos and good/evil: The creature takes\ + \ 12d6 points of damage. A successful Will save halves the damage, and Spell Resistance applies.

At your\ + \ option, the abjuration can include a password, in which case creatures of alignments\ + \ different from yours can avoid the damage by speaking the password as they enter\ + \ the area. You must select this option (and the password) at the time of casting.\ + \ Adding a password requires the burning of additional rare incenses worth at\ + \ least 1,000 gp, plus 1,000 gp per 60-foot cube.

Dispel magic does\ + \ not dispel a forbiddance effect unless the dispeller\u2019s level is\ + \ at least as high as your caster level.

You can\u2019t have multiple overlapping\ + \ forbiddance effects. In such a case, the more recent effect stops at\ + \ the boundary of the older effect.

" + 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.

If your travel to the destination + is not blocked, you land on your feet, unharmed by the sudden motion. However, + the spell does not guarantee you a safe landing space when you arrive. For example, + if your target is flying or on a ledge with no room for you to stand, once the + hook pulls you adjacent to the target, you begin to fall.

If you use this + spell with your spell combat class ability, you can make your melee attack from + your starting position or your ending position.

+ 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,\ + \ \u201315 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.

At + 13th level, it functions as a +3 longsword. + A force sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it.

If a creature + you attack with the sword has spell + resistance, you must attempt a caster + level check (1d20 + your caster + level) against that spell + resistance the first time the force sword strikes it. If you fail the check, + the spell is dispelled. If you succeed, the weapon has its normal full effect + on that creature for the duration of the spell.

' + 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).

Creatures\ + \ within the area are caught and contained unless they are too big to fit inside,\ + \ in which case the spell automatically fails. Teleportation and other forms of\ + \ astral travel provide a means of escape, but the force walls or bars extend\ + \ into the Ethereal Plane, blocking ethereal travel.

Like a wall\ + \ of force, a forcecage resists dispel magic, although a mage\u2019s disjunction still functions. The walls of a forcecage\ + \ can be damaged by spells as normal, except for disintegrate, which automatically destroys it. The walls of a forcecage\ + \ can be damaged by weapons and supernatural abilities, but they have a Hardness\ + \ of 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 forcecage.

Barred Cage: This\ + \ version of the spell produces a 20-foot cube made of bands of force (similar\ + \ to a wall of force spell) for bars. The bands are a half-inch wide, with\ + \ half-inch gaps between them. Any creature capable of passing through such a\ + \ small space can escape; others are confined within the barred cage. You can\u2019\ + t attack a creature in a barred cage with a weapon unless the weapon can fit between\ + \ the gaps. Even against such weapons (including arrows and similar ranged attacks),\ + \ a creature in the barred cage has cover. All spells and breath weapons can pass\ + \ through the gaps in the bars.

Windowless\ + \ Cell: This version of the spell produces a 10-foot cube with no way in and\ + \ no way out. Solid walls of force form its six sides.

By the way\u2026\ +

The effects of this spell do not move if on a vehicle, unless specifically\ + \ anchored to the vehicle. Otherwise, a vehicle running into the effects makes\ + \ a ramming maneuver.

" + 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.

The forceful hand gets one bull + rush attack per round. This attack does not provoke an attack + of opportunity. Its Combat + Maneuver Bonus for bull + rush checks uses your caster level in place of its base attack bonus, with + a +8 bonus for its Strength + score (27), and a +1 bonus for being Large. The hand always moves with the opponent + to push them back as far as possible. It has no movement limit for this purpose. + Directing the spell to a new target is a move action.

Forceful hand + prevents the opponent from moving closer to you without first succeeding on a + bull rush + attack, moving both the forceful hand and the target closer to you. The + forceful hand can instead be directed to interpose itself, as interposing + hand does.

+ 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.

When another creature is the subject of the spell, you receive + warnings about that creature. You must communicate what you learn to the other + creature for the warning to be useful, and the creature can be caught unprepared + in the absence of such a warning. Shouting a warning, yanking a person back, and + even telepathically communicating (via an appropriate spell) can all be accomplished + before some danger befalls the subject, provided you act on the warning without + delay. The subject, however, does not gain the insight bonus to AC and Reflex + saves.

+ 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.

Note that if you wish + to be discrete, you can cast the spell away from the target and hold the charge + before touching the creature, so that the casting is not noticed. You can also + use this spell to divine whether a dead + body, or even partial remains from a body, belonged to the same person whose fingernail + clipping or bit of hair you used when casting the spell.

+ 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.

Psychics + can choose from the esoteric + dragon (astral, + dream, + etheric, + nightmare, + or occult) + forms only.

You gain a +4 size + bonus to your Strength, + a +2 size + bonus to your Constitution, + a +4 natural + armor bonus, a fly speed of 60 feet (poor), darkvision + with a range of 60 feet, a breath + weapon, and resistance to one form of energy or effect. You also gain one + bite attack (1d8), two claw attacks (1d6), and two wing attacks (1d4). Your breath + weapon and resistance depend on the type of dragon. + You can use the breath + weapon only once per casting of this spell. All breath weapons deal 6d8 points + of damage unless noted otherwise and allow a Reflex + save to halve the normal damage. In addition, some of the dragon + types grant additional abilities, as noted below.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Dragon TypeAdditional Abilities
Astral + dragon
30-foot cone of force (damage dice are d4s instead of d8s), psychic + resilience.
Dream + dragon
30-foot cone of electricity, dream fortress, dreamsight.
Etheric + dragon
30-foot line of force (damage dice are d4s instead of d8s), gaseous + form (only when taking no actions other than move actions for a round, and + only for a maximum of 1 round/caster + level for each casting of form of the alien dragon).
Lunar + dragon60-foot line of cold, cold resistance + 20, burrow + 20 feet.
Nightmare + dragon30-foot cone of acid, see + in darkness, +4 on saves vs. mind-affecting + effects.
Occult + dragon
30-foot cone of cold or fire, +4 resistance + bonus on saving throws against evil spells and effects, natural + armor bonus to AC increases to +6.
Solar + dragon60-foot line of fire, fire resistance + 30, vulnerability + to cold.
Time + dragon30-foot cone of electricity, cold resistance + 20, +4 bonus on initiative + checks.
Void + dragon30-foot cone of cold, cold resistance + 20, +4 bonus on saves vs. emotion spells and effects.
Vortex + dragon30-foot cone of fire, fire resistance + 30, vulnerability + to cold.
+ + ' + 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.

    + +
  • Black dragon: 60-foot line of acid, resist + acid 20, swim 60 feet
  • + +
  • Blue dragon: 60-foot line of electricity, resist + electricity 20, burrow + 20 feet
  • + +
  • Green dragon: 30-foot cone of acid, resist + acid 20, swim 40 feet
  • + +
  • Red dragon: 30-foot cone of fire, resist + fire 30, vulnerability + to cold
  • + +
  • White dragon: 30-foot cone of cold, resist + cold 20, swim 60 feet, vulnerability + to fire
  • + +
  • Brass dragon: 60-foot line of fire, resist + fire 20, burrow + 30 feet, vulnerability + to cold
  • + +
  • Bronze dragon: 60-foot line of electricity, resist + electricity 20, swim 60 feet
  • + +
  • Copper dragon: 60-foot line of acid, resist + acid 20, spider + climb (always active)
  • + +
  • Gold dragon: 30-foot cone of fire, resist + fire 20, swim 60 feet
  • + +
  • Silver dragon: 30-foot cone of cold, resist + cold 30, vulnerability + to fire
  • + +
+ + ' + 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.

Druids can choose from\ + \ the primal dragon (brine, cloud, crystal, magma, or umbral) forms only.

You gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, a +4 natural armor bonus, a fly speed of 60 feet (poor), darkvision with a range of 60 feet, a breath weapon, and either resistance to one form of energy or some other\ + \ bonus. You also gain one bite attack (1d8), two claw attacks (1d6), & either\ + \ a gore attack (1d8) if you assume the form of an imperial dragon or two wing\ + \ attacks (1d4) if you assume the form of a primal dragon. Your breath weapon, resistance, and any other benefits you gain depend on the type of dragon. You can use the breath weapon only once per casting of this spell. All breath weapons deal\ + \ 6d8 points of damage unless noted otherwise and allow a Reflex save to halve the normal damage. In addition, some of the dragon types grant additional abilities, as noted below.

\n\n\n\nAdditional Abilities\n\n\n\n\nBrine dragon\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n
Dragon Type
60-foot line of acid, acid resistance 20, swim 60 feet.
Cloud dragon30-foot cone of electricity, electricity resistance 20, swim 40 feet.
Crystal dragon30-foot cone of sonic (damage dice\ + \ are d6s instead of d8s), sonic resistance 20, climb 20 feet, burrow 20 feet.
Forest dragon30-foot cone of piercing, burrow 20 feet, climb 30 feet.
Magma dragon30-foot cone of fire, fire resistance 30, vulnerability to cold.
Sea dragon30-foot cone of fire, electricity resistance 20, swim 40 feet.
Sky dragon30-foot cone of electricity, electricity resistance 20, improve fly speed maneuverability to average.
Sovereign dragon30-foot cone of sonic (damage dice\ + \ are d6s instead of d8s), spell resistance equal to 13 + the spell\u2019s level.
Umbral dragon30-foot cone of negative energy (damage\ + \ dice are d6s instead of d8s; doesn\u2019t heal undead creatures), cold resistance 20, +4 on saves vs. death effects.
Underworld dragon30-foot cone of fire, fire resistance 20, vulnerability to cold, burrow 20 feet.
\n" + 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.

\n\n\nd%\nResult\n\n\n\n\n\ + 1\u201315\nThe mirror is murky. You\ + \ foresee nothing specific.\n\n\n16\u201335\n\ + You inaccurately predict a major event similar to the major\ + \ events described in the 76\u2013100 result.\n\n\n36\u201350\nYou accurately predict a minor event\ + \ likely to happen in the following week with no context, such as the chance meeting\ + \ of an acquaintance, discovery of interesting but inapplicable information, victory\ + \ in a minor game of chance, or the like. Alternatively, you predict an event\ + \ so likely to happen that it might be obvious, such as the birth of a child or\ + \ the collapse of a poorly built structure.\n\n\n51\u201375\nYou accurately predict a generally positive\ + \ or negative event to happening in the following week in a broad category such\ + \ as academic, battle, domestic, political, professional, romantic, social, or\ + \ travel. The details of the prediction should provide enough context for you\ + \ to determine how your actions in the past week have influenced the happening.\n\ + \n\n76\u2013100\nYou accurately\ + \ predict a major event likely to happen in the next week. For example, you might\ + \ foresee an enemy ambush, the discovery of sought-after information, or inclement\ + \ weather causing significant travel delay (though this spell would not show you\ + \ the event\u2019s exact details). At the GM\u2019s discretion, the vision might\ + \ depict the location of the event.\n\n\n" + 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).

Targets who hold no ill\ + \ will toward and have a completely positive opinion of the chosen creatures automatically\ + \ succeed at their saving throws, while targets with a particular hatred toward\ + \ the chosen creature (such as the dwarf\u2019s hatred racial ability) take a \u20134 penalty on their saving\ + \ throws. Targets that fail their saving throws become hostile toward all creatures\ + \ of the chosen type and never treat them as allies for the spell\u2019s duration.\ + \ Affected creatures take everything creatures of the chosen type do in the worst\ + \ possible light.

Since most creatures don\u2019t hold ill-will toward their\ + \ own race, you can use foster hatred toward a smaller subset of creatures of\ + \ your chosen type, such as worshipers of Shelyn, in order to focus the hatred\ + \ onto your chosen targets.

" + 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.

Fox\u2019s Cunning, Mass

\n

School transmutation; Level bard 6, psychic 6, sorcerer/wizard 6, summoner 4, unchained summoner 6

\n

EFFECT

\n

Range\ + \ close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two\ + \ of which can be more than 30 ft. apart

\n

DESCRIPTION

\n\ +

This spell functions like fox\u2019s cunning, except that it affects\ + \ multiple creatures.

\n
" + 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.

For the duration of the spell, you take\ + \ a \u20132 penalty on attack rolls, ability checks, skill checks, and concentration checks. If you somehow remove or avoid these penalties, the\ + \ spell\u2019s duration ends.

" + 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.

The spell also allows the + subject to move and attack normally while underwater, even with slashing weapons + such as axes and swords or with bludgeoning weapons such as flails, hammers, and + maces, provided that the weapon is wielded in the hand rather than hurled. The + freedom of movement spell does not, however, grant water breathing.

+ 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.

If the freezing sphere strikes a body of water\ + \ or a liquid that is principally water (not including water-based creatures),\ + \ it freezes the liquid to a depth of 6 inches in a 40-foot radius. This ice lasts\ + \ for 1 round per caster level. Creatures that were swimming on the surface of\ + \ a targeted body of water become trapped in the ice. Attempting to break free\ + \ is a full-round action. A trapped creature must make a DC 25 Strength check\ + \ or a DC 25 Escape Artist check to do so.

You can refrain from firing the\ + \ globe after completing the spell, if you wish. Treat this as a touch spell for\ + \ which you are holding the charge. You can hold the charge for as long as 1 round\ + \ per level, at the end of which time the freezing sphere bursts centered\ + \ on you (and you receive no saving throw to resist its effect). Firing the globe\ + \ in a later round is a standard action.

By the way\u2026

This spell\ + \ can be used to attempt to trap a ship in ice by targeting the water around the\ + \ ship rather than the ship itself. The ship\u2019s speed is reduced to 0 for\ + \ the duration of the spell unless the pilot of the ship makes a DC 25 sailing\ + \ check to break free of the ice.

" + 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.

HAUNT STATISTICS

Notice Perception DC 25 (to\ + \ feel a biting chill as if through the touch of a frozen hand); hp 2 hp/level;\ + \ Trigger proximity; Reset none

" + 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.

Your + melee touch + attack deals 4d6 points of cold 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.

+ 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.

Multiple\ + \ castings of this spell stack; you can cast it once on yourself to gain the cold subtype, then again to manifest the aura of frost around you.

" + 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.

Maintaining + this note requires your absolute attention; if you take damage or take any other + action, including moving from your current square, the spell instantly ends. Creatures + that succeed in their initial Saving Throw must make a new one for each round + they spend within the area of the spell until they fail and become captivated. + Creatures with 4 or more Hit Dice greater than your caster + level are not affected by this spell. However, those with 4 or more Hit Dice + less than your caster + level do not receive a Saving Throw to resist it. The note is so clear and + flawless that less than extraordinary attempts to avoid hearing it merely grant + targets a bonus on their saving + throws. Targets get a +2 circumstance + bonus on their Saving Throw for each barrier between your voice and their + ears. This includes such things as a creature stopping up its ears with wax, closing + all windows and doors in a nearby building, or even crawling into a barrel and + pulling down the top.

If a target that had previously made its Saving Throw + loses the benefit of one or more of its barriers it must immediately make a new + Saving Throw. Similarly, any target that had previously failed its Saving Throw + gets a new save each time it gains the protection of a barrier.

+ 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\u2019\ + s 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.

At any point during the spell\u2019s duration while\ + \ the target remains in range, you can discharge the spell as a standard action, mentally tugging at the ectoplasm to perform a trip combat maneuver, using your caster level instead of your base attack bonus, and using your Charisma, Intelligence, or Wisdom modifier, whichever is highest, instead of your Strength modifier. This trip attempt does not provoke an attack of opportunity and cannot be affected by feats or other means of altering\ + \ a trip\ + \ combat maneuver\u2019s effects.

" + 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.

You can\u2019t cast this spell on a natural weapon, such as an unarmed strike. Funereal weapon affects the DR of only undead creatures.

" + 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.

These spores\ + \ enter the lungs of all living creatures within the cloud that need to breathe\ + \ and deal 1d6+1 points of damage for every 2 caster levels you have (Fort negates).\ + \ This is a disease effect, and you and plants aren\u2019t affected by the spores. It\ + \ is possible for more than one blister to burst in a single round. If you are\ + \ reduced to 0 or fewer hit points, all remaining blisters burst, and the resulting spores deal the\ + \ cumulative amount of damage.

You are not able to cast this spell while\ + \ wearing heavy armor. If you don heavy armor during the spell\u2019s duration,\ + \ all remaining blisters burst as if you had been reduced to 0 or fewer hit points.

" + 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.

So long as the spell\u2019s duration lasts, you can channel your\ + \ anger as a full-round action to create one new ball of flame, which can be thrown as\ + \ a standard action. You cannot create additional balls of flame while you are\ + \ under the effects of a calm emotions spell or are otherwise unable to feel anger or outrage.

" + 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.

If the bonus is enough to turn the + failure into a success, the roll succeeds.

+ 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.

Once per round\ + \ as a move action, starting the round after you cast this spell, you can command\ + \ the mushrooms to release poisonous spores. Each creature adjacent to a mushroom\ + \ or in a mushroom\u2019s square must then succeed at a Fortitude save or become sickened for 1d4 rounds. The condition of creatures that fail multiple saving\ + \ throws does not worsen, but each additional failed saving throw adds 1d4 rounds\ + \ to the duration the creature is sickened.

The mushrooms are Tiny and cannot provide cover, but they are fairly sturdy (AC 7, hp 30, break DC 20). Creatures can\ + \ move through squares containing mushrooms as normal. When destroyed, a mushroom\ + \ evaporates and releases one last cloud of spores.

" + 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\u2019\ + s mind, causing self-doubt, stuttering, and evasiveness.

Affected creatures\ + \ have difficulty meeting anyone\u2019s gaze and seem dishonest or guilty.

The\ + \ target takes a \u20134 penalty on Bluff and Diplomacy\ + \ checks to convince another of the truth of her words, and on Diplomacy or Intimidate\ + \ checks to influence another creature\u2019s attitude.

" + 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.

A gaseous\ + \ creature can\u2019t run, but it can fly at a speed of 10 feet and automatically\ + \ succeeds on all Fly skill\ + \ checks. It can pass through small holes or narrow openings, even mere cracks,\ + \ with all it was wearing or holding in its hands, as long as the spell persists.\ + \ The creature is subject to the effects of wind, and it can\u2019t enter water\ + \ or other liquid. It also can\u2019t manipulate objects or activate items, even\ + \ those carried along with its gaseous form. Continuously active items remain\ + \ active, though in some cases their effects may be moot.

" + 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.

First, it creates an interdimensional connection between your plane of\ + \ existence and a plane you specify, allowing travel between those two planes\ + \ in either direction.

Second, you may then\ + \ call a particular individual or kind of being through the gate.

The\ + \ gate itself is a circular hoop or disk from 5 to 20 feet in diameter\ + \ (caster\u2019s choice) oriented in the direction you desire when it comes into\ + \ existence (typically vertical and facing you). It is a two-dimensional window\ + \ looking into the plane you specified when casting the spell, and anyone or anything\ + \ that moves through is shunted instantly to the other side.

A gate\ + \ has a front and a back. Creatures moving through the gate from the front\ + \ are transported to the other plane; creatures moving through it from the back\ + \ are not.

\n

Planar Travel:\ + \ As a mode of planar travel, a gate spell functions much like a plane\ + \ shift spell, except that the gate opens precisely at the point you\ + \ desire (a creation effect). Deities and other beings who rule a planar realm\ + \ can prevent a gate from opening in their presence or personal demesnes\ + \ if they so desire. Travelers need not join hands with you\u2013anyone who chooses\ + \ to step through the portal is transported. A gate cannot be opened to\ + \ another point on the same plane; the spell works only for interplanar travel.

\n\ +

You may hold the gate open only for a brief time (no more than 1 round\ + \ per caster level), and you must concentrate on doing so, or else the interplanar\ + \ connection is severed.

\n

Calling Creatures: The\ + \ second effect of the gate spell is to call an extraplanar creature to\ + \ your aid (a calling effect). By naming a particular being or kind of being as\ + \ you cast the spell, you cause the gate to open in the immediate vicinity\ + \ of the desired creature and pull the subject through, willing or unwilling.\ + \ Deities and unique beings are under no compulsion to come through the gate,\ + \ although they may choose to do so of their own accord. This use of the spell\ + \ creates a gate that remains open just long enough to transport the called\ + \ creatures. This use of the spell has a material cost of 10,000 gp in rare incense\ + \ and offerings. This cost is in addition to any cost that must be paid to the\ + \ called creatures.

\n

If you choose to call a kind of creature instead of\ + \ a known individual, you may call either a single creature or several creatures.\ + \ In either case, their total HD cannot exceed twice your caster level. In the\ + \ case of a single creature, you can control it if its HD does not exceed your\ + \ caster level. A creature with more HD than your caster level can\u2019t be controlled.\ + \ Deities and unique beings cannot be controlled in any event. An uncontrolled\ + \ being acts as it pleases, making the calling of such creatures rather dangerous.\ + \ An uncontrolled being may return to its home plane at any time.

\n

If you\ + \ choose to exact a longer or more involved form of service from a called creature,\ + \ you must offer some fair trade in return for that service. The service exacted\ + \ must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. Some creatures may want\ + \ their payment in \u201Clivestock\u201D rather than in coin, which could involve\ + \ complications. Immediately upon completion of the service, the being is transported\ + \ to your vicinity, and you must then and there turn over the promised reward.\ + \ After this is done, the creature is instantly freed to return to its own plane.

\n\ +

Failure to fulfill the promise to the letter results in your being subjected\ + \ to service by the creature or by its liege and master, at the very least. At\ + \ worst, the creature or its kin may attack you.

\n

Note: When\ + \ you use a calling spell such as gate to call an air, chaotic, earth,\ + \ evil, fire, good, lawful, or water creature, it becomes a spell of that type.

" + 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.

If the subject is prevented + from obeying the geas/quest for 24 hours, it takes a -3 penalty + to each of its ability + scores. Each day, another -3 penalty + accumulates, up to a total of -12. No ability score can be reduced to less than + 1 by this effect. The ability score penalties + are removed 24 hours after the subject resumes obeying the geas/quest.

A + remove curse spell ends a geas/quest spell only if its caster level + is at least two higher than your caster level. Break enchantment does not end a geas/quest, + but limited wish, miracle, and wish do.

Bards, + sorcerers, + and wizards + usually refer to this spell as geas, while clerics call the same spell + quest.

+ +

+ + ' + 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.

You can cast this spell again to enlarge the demiplane by 60 feet + per casting if you are inside its boundaries.

Material Component: + A perfectly formed crystal sphere worth at least 25,000 gp.

' + 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.

    + +
  • Djinni: You gain the ability to fly at a speed of 60 feet with perfect + maneuverability. When flying, your lower torso trails away into a vortex of wind + and smoke. You gain resist + electricity 10.
  • + +
  • Efreeti: Your flesh turns a deep red and you grow large horns on your + head. Your unarmed strikes and any melee weapon you wield deal +1d6 points of + fire damage. You gain resist + fire 10.
  • + +
  • Marid: Your flesh turns blue and you gain webbed fingers and toes. + You gain a swim speed of 60 feet and can breathe water. You gain resist + cold 10.
  • + +
  • Shaitan: Your flesh gains the coloration of stone and your hair appears + to be sculpted from fine crystals. You gain a burrow + speed of 60 feet and resist + acid 10.
  • + +
' + 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.

\n

Corrupted\ + \ Coin: Making a sacrifice worth 1,500 gp corrupts the focus into a \u201C\ + lucky\u201D or \u201Cunlucky\u201D coin as per the caster\u2019s will for 1 month.\ + \ Any creature that bears the coin gains a bonus or penalty (decided by the caster\ + \ at the time of casting) on all Appraise, Bluff, Craft, and Profession checks. This bonus or penalty is equal to 1 per 3 caster levels\ + \ (maximum +5 at 15th level). In addition, the coin can produce an effect similar\ + \ to the spell augury once per day\u2014its \uFB02ip producing a weal (heads), woe\ + \ (tails), or nothing result (landing on the edge). Potentially unknown to the\ + \ bearer (if different from the caster), the caster can telepathically hear any\ + \ question asked of the coin and, as a free action, influence the result as he chooses.

\n

Mammon\u2019\ + s Mantle: Making a sacrifice worth 3,000 gp transforms the coin into a kind\ + \ of infernal aegis for any who swallow the coin. Upon ingesting the coin, the\ + \ target gains a bonus to Charisma equal to +1 per 3 caster levels (maximum +5 at 15th level). The\ + \ bearer\u2019s blood also takes on a hue like liquid gold and runs slowly, granting\ + \ him immunity to poison, disease, and aging effects, and causing him to automatically stabilize if reduced to fewer than 0 hit points. Additionally, the bearer\ + \ can eat gold to heal himself, regaining 1 hit point for every 20 gold pieces\ + \ he consumes (materials other than gold provide no bene\uFB01t). The coin\u2019\ + s effects last for 1 day per caster level.

\n

Gold Guardian: Making\ + \ a sacrifice worth 6,000 gp allows the focus coin to animate nearby coins. When\ + \ cast into a pile of 100,000 coins, an animate hoard forms under the control\ + \ of the caster. The guardian serves for 1 month. After this month, coins begin\ + \ disappearing from the guardian at a rate of 100 gp per day, reducing the creature\u2019\ + s hit points by 1 per day. When the guardian\u2019s hit points reach 0, the guardian\ + \ collapses and the focus coin is destroyed. Coins lost from the guardian can\ + \ be replaced, restoring any lost hit points.

\n

In addition to the\ + \ effects of any of these offerings, should the focus coin be swallowed, any being\ + \ sired or conceived by the creature while the magic is in effect is born as a\ + \ tie\uFB02ing (bearing an indirect relation to Mammon himself).

" + 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\u2019\ + t count against the time limit. Additionally, this spell makes transporting a\ + \ slain (and thus decaying) comrade less unpleasant.

The spell also works\ + \ on severed body parts and the like.

" + 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.

When you cast\ + \ the spell, you can choose to incorporate a passphrase into the spell. If you\ + \ do so, the message is protected as if nondetection had been cast on it for the full duration of the spell, though\ + \ creatures that cast geomessage on the surface and speak the passphrase ignore\ + \ the nondetection effect and cause the image to become visible until the caster\ + \ speaks the passphrase again.

Without a passphrase, the message simply\ + \ remains invisible to those who cast geomessage. Detection methods like detect\ + \ magic and see invisibility indicate the message\u2019s presence but do not reveal its\ + \ contents.

" + 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.

Any creature\ + \ entering the geyser, or occupying the square it appears in, must make\ + \ a Reflex\_\ + saving throw to avoid being hurled into the air and then tossed to the ground.\ + \ If the creature fails its saving throw, it takes 3d6 points of fire damage from\ + \ the boiling water and also takes falling damage based upon the height of the\ + \ geyser (e.g., if the geyser is 50 feet tall, the creature takes\ + \ 5d6 falling damage), landing prone in a random square adjacent to the geyser. A successful saving\ + \ throw halves the damage and negates the falling damage, and the creature is\ + \ moved to the closest square adjacent to the geyser (Large-sized or larger\ + \ creatures are moved enough so that they are not on top of the geyser\ + \ but still adjacent to it).

This movement does not provoke attacks of opportunity and does not count toward the creature\u2019s normal\ + \ movement.

In addition, the geyser sprays boiling water in a hemispherical\ + \ emanation around its square. The radius of this emanation is equal to one-half\ + \ the geyser\u2018s height (e.g., a 50-foot geyser has a 25-foot-radius\ + \ emanation). Any creature within this area, including yourself, takes 1d6 points\ + \ of fire damage each round as droplets of boiling water cascade on them.

You\ + \ can choose to make a smaller geyser than your level permits if an obstruction\ + \ prevents it from reaching its full height, or if you simply want to create a\ + \ spread of boiling rain that\u2019s smaller than what would be created by a full-height\ + \ geyser spell.

" + 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\u2019\ + s 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\u2019s 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\u2019s 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.

The volume of sound created depends\ + \ on your level. You can produce as much noise as four normal humans per caster\ + \ level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching,\ + \ or running sounds can be created. The noise a ghost sound spell produces\ + \ can be virtually any type of sound within the volume limit. A horde of rats\ + \ running and squeaking is about the same volume as eight humans running and shouting.\ + \ A roaring lion is equal to the noise from 16 humans, while a roaring dragon\ + \ is equal to the noise from 32 humans. Anyone who hears a ghost sound\ + \ receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness\ + \ of a silent image spell.

Ghost sound can be made permanent with\ + \ a permanency spell.

FAQ

Can\ + \ ghost sound create intelligible speech?

Making something that sounds like\ + \ speech, and actually making intelligible speech are two different things. This\ + \ spell can create sound that resembles people talking, but anyone listening carefully\ + \ find they can\u2019t actually make out what the \u201Cpeople\u201D are saying\ + \ (imagine a crowded room with background conversations you can\u2019t focus in\ + \ on). After all, it is a cantrip, and shouldn\u2019t be as good as ventriloquism (which is a higher-level spell).

[Source]

" + 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.

The ghost wolf may also be used in combat.\ + \ Once per round, the rider may direct the ghost wolf to attack in battle as a\ + \ free\ + \ action (bite +10, 1d8+6 points of damage); unlike an animal mount, this does not require a Ride check or any training. Once the ghost wolf attacks, it lasts for only\ + \ 1 round per level thereafter.

The mount is AC 18 (\u20131 size, +4 natural\ + \ armor, +5 Dex) and 7 Hit Points + 1 hit point per Caster Level. If it loses all its Hit Points, the ghost wolf disappears. A ghost wolf has a speed of 20 feet\ + \ per two caster levels, to a maximum of 100 feet at 10th level. It can bear its\ + \ rider\u2019s weight plus up to 10 pounds per Caster Level.

These mounts gain certain powers according to Caster Level. A mount\u2019s abilities include those of mounts of lower caster\ + \ levels.

8th Level: The mount can ride over sandy, muddy, or even swampy ground without\ + \ difficulty or decrease in speed.

10th Level: The\ + \ mount can use\_water walk\_at will (as the spell, no Action\ + \ required to activate this ability).

12th Level: The\ + \ mount can use\_air walk\_at will (as the spell, no Action\ + \ required to activate this ability) for up to 1 round at a time, after which\ + \ it falls to the ground.

14th Level: The mount can fly at its speed with a bonus on Fly Skill Checks equal to your Caster Level.

" + 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\u2014appear 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.

The spell does not actually make you ghostly or provide\ + \ any incorporeal abilities. If you choose, the illusion can make you appear to float slightly above the ground, though you\ + \ are actually still on the ground. A creature that interacts with the glamer\ + \ gets a Will\ + \ save to recognize it as an illusion.

" + 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.

If one of the\ + \ ghouls is destroyed while the spell\u2019s duration is still in effect, it\ + \ bursts into a spray of rotten flesh and necromantic energy that deals 1d6 points\ + \ of negative energy damage to all adjacent targets\u2014this energy heals undead targets as typical for negative energy damage. If the ghast is destroyed in this manner, it deals twice as much\ + \ negative energy damage as a ghoul. A successful Fortitude save halves the negative energy damage dealt. When this spell\u2019\ + s duration expires, any remaining undead created by this spell crumble apart into dust and blow away without\ + \ dealing any additional negative energy damage.

" + 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\u2019t 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.

A paralyzed + subject exudes a carrion stench that causes all living creatures (except you) + in a 10-foot-radius spread to become sickened + (Fortitude + negates). A neutralize + poison spell removes the effect from a sickened + creature, and creatures immune to poison + are unaffected by the stench. This is a poison effect.

+ 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:

If the form you assume has any of the following abilities, you gain the + listed ability:

If the creature has immunity + or resistance + to any elements, you gain resistance + 20 to those elements.

If the creature has vulnerability + to an element, you gain that vulnerability.

+ + ' + 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.

\n\n\ + \n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n
Caster LevelCentipedesScorpionsSpiders
9th or lower312
10th-13th423
14th-17th634
18th-19th845
20th or higher1268

Giant\ + \ vermin created by this spell do not attempt to harm you, but your control of\ + \ such creatures is limited to simple commands (\u201CAttack,\u201D \u201CDefend,\u201D\ + \ \u201CStop,\u201D and so forth). Orders to attack a certain creature when it\ + \ appears or guard against a particular occurrence are too complex for the vermin\ + \ to understand. Unless commanded to do otherwise, the giant vermin attack whomever\ + \ or whatever is near them.

" + 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.

Gilded whispers allows you to use a single coin as a conduit for\ + \ an eavesdropping spell. When you use a divination (scrying) spell or item, such as clairvoyance/clairaudience, scrying,\ + \ or a crystal ball, you can choose to target a coin you have affected with gilded\ + \ whispers instead of a creature or location (even if you would not otherwise\ + \ be able to target an object), though any range limits on the scrying effect\ + \ still apply. If the coin is held or carried by a creature, its owner receives\ + \ any applicable saving throw against the effect. The caster of gilded whispers\ + \ treats the coin as a familiar subject. The residual psychic impressions left\ + \ upon the coin by other handlers help mask this dweomer from detection, protecting\ + \ gilded whispers against location by detect magic, arcane sight, and similar effects unless the latter spell\u2019s caster succeeds\ + \ on a caster level\ + \ check (1d20 + caster\ + \ level) against a DC of 11 + the caster level of the spellcaster who cast gilded whispers. The scrying sensor\ + \ created by using a divination (scrying) spell to observe or listen to the coin\u2019s surroundings can be\ + \ detected as normal.

" + 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.

If a magical effect is used\ + \ against you that would detect your lies or force you to speak the truth, the\ + \ user of the effect must succeed on a caster level check (1d20 + caster level)\ + \ against a DC of 15 + your caster level to succeed. Failure means the effect\ + \ does not detect your lies or force you to speak only the truth.

" + 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.

Such a connection is incredibly + difficult to create and maintain, and it can be almost impossible to know at the + time of the casting what knowledge will be gained. The information contained within + the Akashic Record can be overwhelming when accessed in this fashion, so your + mind partitions it away until needed. For the next day, you can activate + the knowledge gained from the Akashic Record as a free + action; when you do so, you gain a circumstance + bonus equal to your caster + level on all skill checks, ability checks, attack + rolls, damage rolls, saving throws, and combat + maneuver checks for 1 minute. At the end of this time, the overwhelming nature + of the Akashic Record assaults your psyche, causing you to be stunned + for 2 rounds and then sickened + for 1 minute.

+ 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.

Any creature covered by the + dust takes a -40 penalty on Stealth + checks.

+ 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.

All water in this radius counts as calm water for the purposes\ + \ of Swim checks, and the\ + \ bubble prevents sprays and blasts of mundane and magic water from striking with\ + \ enough force to deal damage, move creatures or halt their movement, or perform\ + \ any action that requires an attack roll or combat maneuver check.

Water elementals are affected by a globe of tranquil water the same way creatures\ + \ of the plant type are affected by an antiplant shell.

" + 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.

The spell can also be used\ + \ to create a sticky coating on an item. A creature holding a targeted item can\ + \ attempt a Reflex saving throw against the spell\u2019s DC. If the initial saving throw\ + \ succeeds, the item is unaffected. If it fails, the item is stuck in place. If\ + \ an affected item is connected to another item (such as a sword in a sheath or\ + \ a cork in a potion bottle), it cannot be separated from the other item unless the creature succeeds\ + \ at a combat maneuver check or a Strength check as a move action to free it (DC = the spell\u2019s DC). A creature must succeed\ + \ at saving throw each time it attempts to use the sticky item; otherwise, the\ + \ item becomes stuck to the creature. Sticky armor or clothing imposes a \u2013\ + 10 circumstance penalty on Escape Artist checks and combat maneuver checks to escape a grapple attempted by the wearer, as well as to the wearer\u2019s CMD\ + \ to avoid being grappled.

" + 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.

You set all of the conditions\ + \ of the ward. Typically, any creature entering the warded area or opening the\ + \ warded object without speaking a password (which you set when casting the spell)\ + \ is subject to the magic it stores. Alternatively or in addition to a password\ + \ trigger, glyphs can be set according to physical characteristics (such as height\ + \ or weight) or creature type, subtype, or kind. Glyphs can also be set with respect\ + \ to good, evil, law, or chaos, or to pass those of your religion. They cannot\ + \ be set according to class, HD, or level. Glyphs respond to invisible creatures\ + \ normally but are not triggered by those who travel past them ethereally. Multiple\ + \ glyphs cannot be cast on the same area. However, if a cabinet has three different\ + \ drawers, each can be separately warded.

When casting the spell, you weave\ + \ a tracery of faintly glowing lines around the warding sigil. A glyph can be\ + \ placed to conform to any shape up to the limitations of your total square footage.\ + \ When the spell is completed, the glyph and tracery become nearly invisible.

Glyphs\ + \ cannot be affected or bypassed by such means as physical or magical probing,\ + \ though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-magical\ + \ disguises and the like can\u2019t. Read magic allows you to identify a glyph of warding with a DC 13\ + \ Knowledge (arcana)\ + \ check. Identifying the glyph does not discharge it and allows you to know the\ + \ basic nature of the glyph (version, type of damage caused, what spell is stored).

Depending\ + \ on the version selected, a glyph either blasts the intruder or activates a spell.

    \n\ +
  • Blast Glyph: A blast glyph deals\ + \ 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and\ + \ to all within 5 feet of him or her. This damage is acid, cold, fire, electricity,\ + \ or sonic (caster\u2019s choice, made at time of casting). Each creature affected\ + \ can attempt a Reflex save to take half damage. Spell resistance applies against this effect.
  • \n
  • Spell Glyph:\ + \ You can store any harmful spell of 3rd level or lower that you know. All level-dependent\ + \ features of the spell are based on your caster level at the time of casting\ + \ the glyph. If the spell has a target, it targets the intruder. If the spell\ + \ has an area or an amorphous effect, the area or effect is centered on the intruder.\ + \ If the spell summons creatures, they appear as close as possible to the intruder\ + \ and attack. Saving throws and spell resistance operate as normal, except that\ + \ the DC is based on the level of the spell stored in the glyph.
  • \n
\n" + 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\u2019s 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.

Good hope counters and dispels + crushing + despair.

+ 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.

Regardless\ + \ of its apparent material, the scarf is as strong and easy to climb as a knotted\ + \ silk rope. At the end of the duration, the scarf detaches and returns to its former\ + \ shape, fluttering down from its position if you haven\u2019t already retrieved\ + \ it.

" + 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\u2019\ + t fall, but you don\u2019t 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.

Choose\ + \ a creature within 30 feet of the corpse (even if the creature is outside the\ + \ spell\u2019s range). The corpse shambles toward the creature and then attempts\ + \ to trip\ + \ or grapple\ + \ it (your choice).

The corpse does not provoke attacks of opportunity.

Attempt a special combat maneuver check against the chosen creature. Your CMB for this combat maneuver is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. If you chose to trip the creature, it falls prone if you equal or exceed its CMD. If you chose to grapple, the creature gains the grappled condition until it breaks free from the corpse. Treat your save\ + \ DC for a spell of this level as the CMD of the grasping corpse. Alternatively, destroying the corpse with damage\ + \ ends the grapple. The corpse has 12 hit points and DR 5/slashing.

" + 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.

Each round in the haunt\u2019s clutches reduces the\ + \ duration the victim can hold her breath by 2 rounds. A victim can make a single\ + \ move or standard action each round while in the haunt\u2019s grasp if she succeeds at a Will save; on a failed save, she can only struggle helplessly against the\ + \ haunt.

A\ + \ victim cannot use her actions to swim toward the surface while the haunt is active. If the haunt reaches the\ + \ bottom of its body of water, it pounds its victim against the bottom, dealing\ + \ 2d6 points of nonlethal damage per round to the victim and reducing the duration the victim\ + \ can hold her breath by an additional round.

This continues until either\ + \ the haunt is neutralized\ + \ (in which case the victim must still swim to the surface) or the victim drowns.

The\ + \ haunt can grab and attempt to drown multiple creatures in its area on its initiative\ + \ count. The magic holding the haunt together is unstable and deteriorates while the haunt is active.

Each round at the end of its turn, the haunt automatically\ + \ loses 1d6 hit points per creature it is currently affecting. Furthermore, the spell\u2019\ + s haunt-like manifestation\ + \ is active throughout the spell\u2019s duration, rendering it vulnerable to effects\ + \ that damage haunts. When the haunt reaches 0 hit points, the spell ends.

HAUNT STATISTICS

Notice\ + \ Perception DC 30\ + \ (to detect the smell of brine); hp 5 hp/level; Trigger proximity;\ + \ Reset none

" + 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.

\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nSickened\n\n\n\n
d%ConditionEffect
1\u2013\ + 20BlindedThe tentacles suction\ + \ over the victim\u2019s eyes.
21\u2013\ + 40DeafenedThe tentacles clap\ + \ themselves around the victim\u2019s ears.
41\u201360EntangledThe tentacles\ + \ weave around the victim\u2019s limbs.
61\u201380ShakenThe tentacles\ + \ menace the victim from all sides. This is a fear effect.
81\u2013100The tentacles give off sickening\ + \ vapors.

This is a poison effect.

" + 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\u2019t 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).

Useful\ + \ information may include warnings about dangers deeper in a dungeon, the command\ + \ word to a magic item, or even vague and spectral warnings of your or your companions\u2019\ + \ future. The GM decides what information, useful or not, the corpse spews out\ + \ in its babbling.

Once a corpse has been subject to grave words by any\ + \ caster, any new attempt to cast grave words on that corpse fails. You can cast\ + \ this spell on a corpse that has been deceased for any amount of time, but the\ + \ head of the corpse must have a mouth in order to speak at all. This spell doesn\u2019\ + t affect a corpse that has been turned into an undead creature.

" + 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.

\n\n\nTiny Weapon Damage\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n1d4\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n
Table: Weapon Damage Size Conversion
Small Weapon DamageMedium Weapon DamageLarge Weapon\ + \ DamageHuge Weapon Damage
\u201411d21d31d4
11d21d31d41d6
1d21d31d61d8
1d31d41d61d82d6
1d41d61d82d63d6
1d61d81d102d83d8
1d81d101d123d64d6
1d41d62d42d63d6
1d81d102d63d64d6
1d102d62d83d84d8
2d62d82d104d86d8
" + 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\u2019s 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.

Creatures that fall within the area of a gravity sphere spell\ + \ take more damage from the fall if the gravity within is higher and less damage\ + \ if the gravity within is lower. However, if the creature falls through a gravity\ + \ sphere and continues to fall in a non-affected area, the rest of the fall damage\ + \ is calculated normally. For instance, if a creature falls through 20 feet of\ + \ a low-gravity sphere and an additional 30 feet outside the sphere, it would\ + \ take 1d6 points of damage for the 20 feet of low gravity plus 3d6 points of\ + \ damage as normal for the 30 feet outside the sphere (for a total of 4d6 points\ + \ of damage).

This spell doesn\u2019t counteract or negate the effects of\ + \ other spells that affect gravity; both effects occur simultaneously. For instance,\ + \ a no-gravity gravity sphere spell cast within the area of a reverse\ + \ gravity spell would simply mean that creatures float about until the gravity\ + \ sphere\u2019s duration expires or they exit the gravity sphere, at which point\ + \ they return to the top of the reverse gravity effect\u2019s area. If both gravity-altering magical effects\ + \ could not feasibly take place simultaneously (at the GM\u2019s discretion),\ + \ the gravity sphere spell supersedes the previous effect (if it\u2019s higher-level\ + \ than the previous effect) or simply fails (if it\u2019s lower-level).

" + 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.

Affected targets weigh twice as much as + normal, can move only at half speed, jump only half as far as normal, and can + lift and carry only half as much as normal. Any flying target has its maneuverability + worsened by two steps (from good to poor, for example; minimum clumsy) and plummets + to the ground unless it succeeds at a DC 25 Fly + check to remain in the air.

Freedom + of movement negates the effects of this spell. A creature targeted by gravity + well behaves normally in the area of a reverse + gravity spell.

+ 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.

The spell can also be used to create a greasy coating\ + \ on an item. Material objects not in use are always affected by this spell, while\ + \ an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails,\ + \ the creature immediately drops the item. A saving throw must be made in each\ + \ round that the creature attempts to pick up or use the greased item.\ + \ A creature wearing greased armor or clothing gains a +10 circumstance\ + \ bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

\n" + 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.

It can\u2019t recover this ability damage as long as the spell lasts, even with magic. While the spell\ + \ continues, the target takes on physical plant characteristics as appropriate\ + \ to the environment. It begins to diminish in height and its skin turns plantlike.\ + \ For example, the target\u2019s skin might turn green and its hair is slowly\ + \ replaced with grass or leaves or the target\u2019s skin might become smooth,\ + \ pale, and flabby as the creature transforms into a large mushroom in an underground\ + \ environment.

If the damage to any single ability score equals or exceeds\ + \ that score, the target fully transforms into a normal small tree or shrub.

This\ + \ final transformation is instantaneous, ending green caress.

The\ + \ target remains alive but is considered the same as a regular tree, shrub, or\ + \ other vegetation. Any ability damage from other sources, like poison or disease, also applies toward transforming the creature. If the target retains\ + \ at least 1 point in all of its physical ability scores at the end of 7 days,\ + \ the final transformation doesn\u2019t occur and the spell ends. Any changes\ + \ in appearance gradually reverse themselves as the ability damage heals.

Break enchantment, dispel magic, and remove curse can end the spell before the duration expires, but the spell\ + \ is contagious.

If a caster level check attempt to remove green caress fails by 5 or more, the\ + \ creature who attempted to remove the effect must attempt a Fortitude saving throw as if it had just been targeted with the spell. If\ + \ the spell\u2019s target attempts to remove the effect from itself and fails,\ + \ it causes the spell to behave as if affected by plant growth (as described below).

Polymorph any object ends the spell and totally restores the target without\ + \ any risk to the caster, even after the target has been finally transformed,\ + \ as do limited wish, miracle, and wish (treat polymorph any object as if it had an instantaneous duration if it is used\ + \ in this way). If the target is in the area of a plant growth spell as it is cast, it must attempt a Fortitude save at green caress\u2019s DC or immediately take another 1d4\ + \ points of ability damage to each physical ability score; this stacks with multiple\ + \ castings of plant growth. If the target is in the area of diminish plants\ + \ as it is cast, it ignores the next ability damage from green caress to one of its three physical ability scores\ + \ (chosen randomly); this doesn\u2019t stack with multiple castings of diminish\ + \ plants.

" + 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\u2014even lichen, moss, and slime\u2014offer no concealment to the recipient\u2019s 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\u2019\ + s duration ends.

Once a creature is affected by the haunt, it begins noticing a large, black mastiff with ominous green eyes\ + \ watching and following it from a distance, always just beyond the range of focus\ + \ or interaction. The grim stalker terrorizes the creature\u2019s sleep, affecting\ + \ it as per nightmare every night during the spell\u2019s duration (Will negates for one night). Each time the creature takes hit point damage,\ + \ the grim stalker lunges closer, causing the creature to become shaken for 1 round (Will negates).

Each time the creature is reduced to less than one-tenth\ + \ of its maximum hit points, the grim stalker lunges at the creature as an immediate action, affecting it as per phantasmal killer.

Each time the grim stalker lunges at the affected\ + \ creature, the spell\u2019s haunt-like manifestation occurs during that round.

Alternatively, a\ + \ haunted creature can attempt to force the grim stalker to manifest using a simple\ + \ ritual that requires a successful Knowledge (arcana), Knowledge (religion), or Spellcraft check; occult reagents costing 450 gp (which are consumed as part\ + \ of the ritual); and a full-round action. The DC for this check equals the spell\u2019s save DC.\ + \ Successfully performing the ritual causes the grim stalker to manifest as a\ + \ Nessian warhound in an available square 20 feet away from the victim, save\ + \ that its only subtype is extraplanar, its alignment is neutral, its bite and breath weapon deal negative energy damage instead of fire damage, and it\ + \ has negative energy affinity instead of fire immunity and vulnerability to cold.

The grim stalker immediately attacks the affected\ + \ creature, persisting until either it or the creature is slain, at which point\ + \ the spell effect (and the warhound) disappears.

HAUNT STATISTICS

Notice\ + \ Perception DC 30\ + \ (to see a black dog darting toward the target out of the corner of the eye);\ + \ hp 4 hp/level; Trigger touch (object); Reset none

" + 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.

The area\ + \ within the grove is temperate and comfortable, like that of a tiny hut,\ + \ although the grove provides no illumination and provides no protection from\ + \ the elements. The water in the grove\u2019s spring is clean and drinkable. Additionally,\ + \ the trees provide a variety of ripe fruit, regardless of season, which acts\ + \ as a goodberry spell for up to eight people. The grove is warded with an\ + \ alarm spell that alerts you whenever any creature enters the area.\ + \ Once the spell expires, the grove vanishes, including all fruit, water, and\ + \ other materials from it, although any nourishment or healing gained from its\ + \ effects remains.

" + 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.

The spell grants each subject damage + reduction 2/magic. Humans who leave the area and reenter regain the damage + reduction.

The spell is suppressed if the object is moved from its place, + but resumes if the object is put back. Its duration continues to elapse while + it is suppressed this way.

Normally, the area of effect is 40 feet from + the touched object.

If the touched object is a monument to human achievement, + the area increases to a 60-foot radius.

+ + ' + 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\u2014\ + typically 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.

Once the wasp swarm has built its nest, this spell also wards the area. As per alarm,\ + \ when intruders that do not speak the password pass within 20 feet, the swarm is alerted and immediately leaves its nest and attacks the nearest\ + \ intruder. The swarm pursues that intruder as best it can. Once the swarm attacks an intruder, you have no control over its target or direction\ + \ of travel. When the spell ends, if the wasps have not left their nest, they and their nest disappear.

" + 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.

The alignment + descriptor of this spell matches the alignment + descriptor of the protection spell you chose when casting it. For example, granting + the target protection from evil gives this spell the good + descriptor.

' + 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.

You gain a +4 insight bonus on saving throws against the selected special attack. The bonus\ + \ does not apply to saves against other monsters\u2019 abilities of the same name,\ + \ spell-like\ + \ abilities, or special attacks derived from class levels or equipment. If\ + \ you use a trophy from a monster of the exact same variety as an optional material\ + \ component, the bonus increases to +6.

" + 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.

\n

Fog: Fog fills\ + \ all corridors, obscuring 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 cannot use sight to locate\ + \ the target). Saving Throw: none. Spell Resistance: no.

\n

Arcane\ + \ Locks: All doors in the warded area are arcane locked. Saving Throw: none. Spell Resistance: no.

\n

Webs: Webs fill all stairs from\ + \ top to bottom. These strands are identical with those created by the web spell,\ + \ except that they regrow in 10 minutes if they are burned or torn away while\ + \ the guards and wards spell lasts. Saving Throw: Reflex negates; see text for web. Spell Resistance: no.

\n

Confusion: Where there are\ + \ choices in direction- such as a corridor intersection or side passage- a minor\ + \ confusion-type effect functions so as to make it 50% probable that intruders\ + \ believe they are going in the opposite direction from the one they actually\ + \ chose. This is a mind-affecting effect. Saving Throw: none. Spell\ + \ Resistance: yes.

\n

Lost Doors: One door per caster level is\ + \ covered by a silent image to appear as if it were a plain wall. Saving Throw: Will disbelief\ + \ (if interacted with). Spell Resistance: no.

\n

In addition,\ + \ you can place your choice of one of the following five magical effects.

\n

Dancing lights in four corridors. You can designate a simple program that\ + \ causes the lights to repeat as long as the guards and wards spell lasts.\ + \ Saving Throw: none. Spell Resistance: no.

\n

A magic mouth in two places. Saving\ + \ Throw: none. Spell Resistance: no.

\n

A stinking cloud\ + \ in two places. The vapors appear in the places you designate; they return within\ + \ 10 minutes if dispersed by wind while the guards and wards spell lasts.\ + \ Saving Throw: Fortitude negates; see text for stinking cloud. Spell Resistance: no.

\n

A gust of wind\ + \ in one corridor or room. Saving Throw: Fortitude negates. Spell Resistance: yes.

\n

A suggestion\ + \ in one place. You select an area of up to 5 feet square, and any creature who\ + \ enters or passes through the area receives the suggestion mentally. Saving Throw: Will negates. Spell Resistance: yes.

\n

The whole warded\ + \ area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that\ + \ effect. A successful mage\u2019s disjunction destroys the entire guards and wards effect.

" + 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.

The + creature gets a +1 competence bonus on a single attack roll, saving throw, or + skill 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/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.

Furthermore, the believability of any lie told to a creature\ + \ under the effects of gullibility increases by one step; an impossible lie seems\ + \ far-fetched, a far-fetched lie seems unlikely, and an unlikely lie seems believable.

A\ + \ creature gains no benefits from glibness on Bluff checks\ + \ to lie to or deceive a creature that is under the effects of gullibility;\ + \ in effect, gullibility renders a target so willing to believe what others\ + \ say that glibness cannot make their words any more believable.

" + 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.

\n

A Tiny or\ + \ smaller creature on the ground is knocked down and rolled 1d4 x 10 feet,\ + \ taking 1d4 points of nonlethal damage per 10 feet.

\n

Small creatures\ + \ are knocked prone by the force of the wind.

\n

Medium or smaller creatures\ + \ are unable to move forward against the force of the wind unless they succeed\ + \ at a DC 15 Strength check.

\n

Large or larger creatures may move normally\ + \ within a gust of wind effect.

\n

This spell can\u2019t move\ + \ a creature beyond the limit of it\u2019s range.

Any creature, regardless\ + \ of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of\ + \ the gust automatically extinguishes candles, torches, and similar unprotected\ + \ flames. It causes protected flames, such as those in lanterns, to dance wildly\ + \ and has a 50% chance to extinguish those lights.

In addition to the effects\ + \ noted, a gust of wind can do anything that a sudden blast of wind would\ + \ be expected to do. It can create a stinging spray of sand or dust, fan a large\ + \ fire, overturn delicate awnings or hangings, heel over a small boat, and blow\ + \ gases or vapors to the edge of its range.

Gust of wind can be made\ + \ permanent with a permanency spell.

" + 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.

The sphere moves\ + \ as long as you actively direct it (a move action for you); otherwise, it merely stays at rest. A gusting sphere\ + \ immediately dissipates if it exceeds the spell\u2019s range.

" + 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.

Once per round on a successful attack that deals this\ + \ precision damage, the target can choose to forgo 2d6 points of precision damage\ + \ (either granted by this spell or from other sources of precision damage, such\ + \ as sneak attack) to inflict one of the following conditions on the attacked\ + \ foe for 1 round:

\u2022 The attacked foe can\u2019t make attacks of opportunity against creatures smaller than it.

    \n
  • The\ + \ attacked foe is denied its Dexterity bonus to Armor Class against attacks made with daggers or slings.
  • \n
  • The attacked\ + \ foe takes a \u20132 penalty on attacks against creatures smaller than it.
  • \n\ +
  • The attacked foe can\u2019t take 5-foot steps.
  • \n

A creature can\ + \ benefit from only one halfling vengeance spell at a time.

\n" + 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.

\n\ +

First, the site is warded by a magic circle against evil effect.

\n

Second, the DC to resist\ + \ positive channeled energy within this area gains a +4 sacred bonus and the DC\ + \ to resist negative energy is reduced by 4. Spell Resistance does not apply to\ + \ this effect. This provision does not apply to the druid version of the spell.

\n

Third, any dead body interred\ + \ in a hallowed site cannot be turned into an undead creature.

\n

Finally, you can fix a single spell effect\ + \ to the hallowed site. The spell effect lasts for 1 year and functions\ + \ throughout the entire site, regardless of the normal duration and area or effect.\ + \ You may designate whether the effect applies to all creatures, creatures who\ + \ share your faith or alignment, or creatures who adhere to another faith or alignment.\ + \ At the end of the year, the chosen effect lapses, but it can be renewed or replaced\ + \ simply by casting hallow again.

\n

Spell effects that may\ + \ be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and Spell Resistance might apply to these spells\u2019\ + \ effects. (See the individual spell descriptions for details.)

An area\ + \ can receive only one hallow spell (and its associated spell effect) at\ + \ a time. Hallow counters but does not dispel unhallow.

" + 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.

Objects and architectural\ + \ elements remain in the same configuration\u2014a chair remains a chair\u2014\ + but can look, sound, and smell like a different physical material and artistic\ + \ style. You cannot change the appearance of natural terrain, but landscaped areas\ + \ such as a garden or orchard can be affected. This spell functions in all other\ + \ ways as hallucinatory terrain.

Members of the Sanctified Prophet prestige class can cast this spell, even though it is\ + \ not a divination or enchantment.

" + 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\u2019\ + s 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.

If you don\u2019t expel the smoke by the end\ + \ of the spell\u2019s duration, you suffer the spell\u2019s effects instead.

If\ + \ you cast augury during the duration of hallucinogenic smoke, treat your caster level as 5 higher\ + \ when determining the chance for a meaningful reply. Additionally, you know whether\ + \ a result of \u201Cnothing\u201D resulted from a failed or successful augury.

" + 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.

All\ + \ objects or constructs within the burst are repaired of 1d6 points of damage per level.\ + \ When this spell affects constructs, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

Hammer of mending can fix destroyed magic\ + \ items (items with 0 hit points or fewer), and restores the magic properties of the item if your\ + \ caster level\ + \ is at least twice that of the item. Items with charges (such as wands) and single-use\ + \ items (such as potions and scrolls) cannot be repaired in this way.

" + 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.

As a move + action, you can command the rope to extend from the arrow. If you are within + a distance equal to the length of the rope and have a hand free, the end of the + rope swings directly into your hand. With another move + action, you can command the handy grapnel to retract itself up to the grappling + hook, pulling up any creature or object supported by the rope at a speed of + 50 feet per round.

Once embedded, the rope can be used for climbing or any + other purpose a rope could serve, and it can bear up to 200 pounds per level of + the caster at a time (maximum 1,000 pounds). If this weight limit is exceeded, + the handy grapnel comes loose and any creature or object supported by the rope + falls.

+ 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.

This spell affects up to 10 cubic feet per level. + If cast upon a metal or mineral, the spell affects 1 cubic foot per level.

+ 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.

If used on\ + \ an undead creature, harm acts like heal.

" + 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.

Record the ability score and\ + \ alignment associated with each card. Each of these cards grants a luck bonus\ + \ or a penalty on a specific type of d20 check; the magnitude of the penalty or\ + \ bonus depends upon how closely that particular card\u2019s alignment matches\ + \ the target creature\u2019s alignment. If the card and target\u2019s alignments\ + \ are identical, that card provides a +2 luck bonus on the associated suit\u2019\ + s check. If the card and target\u2019s alignments are of the opposite alignment\ + \ (see below), the card inflicts a \u20131 penalty on that associated check. If\ + \ the card has any other alignment, it provides a +1 luck bonus on the associated\ + \ suit\u2019s check.

While penalties persist on all associated checks for\ + \ as long as the harrowing persists, the bonuses are one-use bonuses that the\ + \ harrowed character can \u201Cspend\u201D at any time to modify that card\u2019\ + s associated check. You can spend a bonus to modify an appropriate roll after\ + \ the die is rolled, but cannot spend the bonus once you know the result of the\ + \ roll. Since all of the bonuses granted by a harrowing are luck bonuses, they\ + \ do not stack with each other. Penalties, on the other hand, do stack. Once you\ + \ spend all of the bonuses granted by a harrowing, or once the spell\u2019s duration\ + \ ends, the spell ends and the penalties are removed.

A single creature\ + \ can only be under the effects of one harrowing at a time. If it is subjected\ + \ to a second harrowing while a previous harrowing is still in effect, the new\ + \ harrowing automatically fails.

\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Associated\ + \ Suit Checks
SuitAssociated check
Hammer (Str)Attack rolls (ranged and melee)
Key (Dex)Reflex saving throws
Shield (Con)Fortitude saving\ + \ throws
Book (Int)Skill checks
Star (Wis)Will\ + \ saving throws
Crown (Cha)Any d20 roll
\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n
Opposition Alignments
AlignmentOpposition
LGCE
NGNE
CGLE
LNCN
NLG, LE, CG, or CE
(pick\ + \ one when spell is cast)
CNLN
LECG
NENG
CELG
\n" + 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\u2019s\ + \ 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.

When making a full attack action,\ + \ a hasted creature may make one extra attack with one natural or manufactured\ + \ weapon. The attack is made using the creature\u2019s full base attack bonus,\ + \ plus any modifiers appropriate to the situation. (This effect is not cumulative\ + \ with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action,\ + \ so you can\u2019t use it to cast a second spell or otherwise take an extra action\ + \ in the round.)

A hasted creature gains a +1 bonus on attack rolls and\ + \ a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All\ + \ of the hasted creature\u2019s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice\ + \ the subject\u2019s normal speed using that form of movement. This increase counts\ + \ as an enhancement bonus, and it affects the creature\u2019s jumping distance\ + \ as normal for increased speed. Multiple haste effects don\u2019t stack.\ + \ Haste dispels and counters slow.

" + 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\u2019s 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.

An undead creature affected by this spell cannot gain temporary hit points, and any existing channel resistance the undead may have is reduced by half as long as the curse persists.

Creatures\ + \ whose souls are separate from their bodies (such as liches) or are merged with their bodies (such as non-native outsiders) are unaffected by hasten judgment.

" + 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 \u20132 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.

Multiple haze of dreams effects\ + \ do not stack, nor does this spell\u2019s effect stack with slow.

" + 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.

Heal does not remove negative + levels or restore permanently drained + ability score points.

If used against an undead + creature, heal instead acts like harm.

+ + ' + 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).

Half of the damage this spell deals to evil creatures is fire damage,\ + \ and half of the damage is pure divine power that is therefore not subject to\ + \ reduction by energy resistance to fire-based attacks.

Neutral enemies within the\ + \ spell\u2019s area of effect also take the fire damage, but do not take the divine\ + \ damage. Neutral allies within the area are healed by half as much as good creatures.\ + \ A successful Reflex saving throw halves the damage taken in all cases.

" + 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\u2019s 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\u2019s 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\u2019s actual alignment.

As long as you wear or carry your divine focus, any creature\ + \ carrying a token of healing can make a plea for healing in a language you understand as a standard action. When they do this, you are silently alerted to the plea\ + \ for healing and can magically heal the target as an immediate action anytime before the end of your next turn.

The magical\ + \ healing you use to do this can be either a supernatural ability that heals damage\ + \ (if you have uses available) or a spell or spell-like ability that belongs to the healing subschool (if you can cast any). In either case, to use the ability\ + \ or cast the spell through this spell, you must be able to include or target\ + \ that creature, and the ability\u2019s activation time or spell\u2019s casting time must be no\ + \ longer than one standard action.

If the ability or healing spell you use through a token would affect multiple creatures, such\ + \ as mass cure light wounds, the ability or spell affects\ + \ the creature that pleaded for healing as well as any other creatures within the healing spell\u2019s normal range that are also holding a holy symbol imbued with this spell.

So, for example, when you use mass\ + \ cure light wounds through a holy symbol that has been turned into a token of healing, that spell would\ + \ heal the creature holding the token that pleaded for healing as well as one\ + \ creature per level that is also holding a token (no two of which can be more\ + \ than 30 feet apart). However, the mass cure light wounds spell would heal only creatures\ + \ within range that are holding tokens.

" + 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:

Adamantine: + The weapons overcome DR/adamantine + and ignore hardness + less than 20.

Cold Iron: The weapons overcome + DR/cold + iron.

Silver: The weapons overcome DR/silver.

No + other advantages or disadvantages of these metal types apply. For example, a weapon + given the nature of adamantine + is not automatically masterwork.

This is able to affect nonmetal weapons. + If you grant the target weapons the property of cold + iron, the spell lasts half as long as normal.

' + 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.

The spell grants a +8 enhancement + bonus to Strength + and Constitution, + immunity + to fear, + a +4 morale + bonus to Will + saves, and doubles the critical threat range of all its attacks against creatures + of the dragon + type (this does not stack with Improved + Critical, keen + edge, or similar effects).

+ 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: "\n\n\n\n\n\n\n\n\n\n\nWarm\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n
RoundMetal TemperatureDamage
1None
2Hot1d4 points
3-5Searing2d4 points
6Hot1d4 points
7WarmNone

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\u2019\ + s possession uses the creature\u2019s saving throw bonus unless its own is higher.

A\ + \ creature takes fire damage if its equipment is heated. It takes full damage\ + \ if its armor, shield, or weapon is affected. The creature takes minimum damage\ + \ (1 point or 2 points; see the table) if it\u2019s not wearing or wielding such\ + \ an item.

On the first round of the spell, the metal becomes warm and uncomfortable\ + \ to touch but deals no damage. The same effect also occurs on the last round\ + \ of the spell\u2019s duration. During the second (and also the next-to-last)\ + \ round, intense heat causes pain and damage. In the third, fourth, and fifth\ + \ rounds, the metal is searing hot, and causes more damage, as shown on the table.

Any\ + \ cold intense enough to damage the creature negates fire damage from the spell\ + \ (and vice versa) on a point-for-point basis. If cast underwater, heat metal\ + \ deals half damage and boils the surrounding water.

Heat metal counters\ + \ and dispels chill metal.

" + 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.

Swimming\ + \ in or through such water requires a Swim check with a DC equal to the saving throw DC of this spell; even creatures\ + \ with a swim speed must attempt this check. Success allows a creature to swim\ + \ at up to half its speed as a full-round action; a creature cannot swim as a move action while in an area of heavy water. If a creature fails its Swim check by 4 or less, it makes no\ + \ progress. If it fails by 5 or more, it goes underwater. All Perception checks to see through the affected water take a \u201310 penalty.\ + \ All ships sailing through an area of heavy water move at half speed.

" + 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\u2019s 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.

This\ + \ weapon takes the shape of your deity\u2019s favored weapon (if you have no deity,\ + \ the weapon appears as a simple weapon with special significance to you). You\ + \ gain one additional weapon at 6th level and every 4 caster levels thereafter\u2014\ + two at 6th, three at 10th, four at 14th, and a maximum of five weapons at 18th\ + \ level. The weapon averts and deflects attacks, granting you a +1 deflection bonus to AC for each weapon summoned (maximum +5 at 18th level).\ + \ As a standard action, you can grasp a weapon and throw it as a ranged attack at\ + \ any target you can see within 30 feet of you (even if it\u2019s a type of weapon\ + \ that can\u2019t normally be thrown).

On a successful hit, the weapon deals\ + \ 2d6 points of force damage to the target. This force weapon has the same threat\ + \ range and critical multiplier as a standard weapon of its type, but no other\ + \ special abilities. Because it deals force damage, DR doesn\u2019t apply.

Each weapon thrown lowers the total deflection bonus to your AC by 1 as it disappears immediately after the attack\ + \ action. The spell immediately ends once you throw all the weapons.

" + 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.

If this spell is active when you have to + make an initiative + check, you can instantly dismiss this spell and gain a +4 bonus on that check.

+ 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.

Any creature killed by this spell must attempt\ + \ a Will\ + \ saving throw; failure means the creature\u2019s soul is damned to Hell as a burst of brimstone appears around its corpse. A nonevil spellcaster\ + \ attempting to bring the creature back from the dead must attempt a caster level check (DC = 10 + the slain creature\u2019s level) to succeed;\ + \ failure means the spellcaster cannot try again for 1 day. Evil spellcasters can raise the slain character normally, without requiring\ + \ a check. A raised character\u2019s soul is no longer automatically consigned\ + \ to Hell.

" + 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).

While the spell is in effect, + you cannot speak, cast spells requiring verbal components, + or activate + items requiring command words.

The spell has the acid, electricity, or fire + descriptor, depending on what type of energy damage you chose when you cast it.

+ 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.

When the spell is cast,\ + \ you specify a person (or any creature) by physical description, which can include\ + \ race, gender, and appearance but not ambiguous factors such as level, alignment,\ + \ or class. When the description is done, the hand streaks off in search of a\ + \ subject that fits the description. The amount of time it takes to find the subject\ + \ depends on how far away he is, as detailed on the following table.

\n\n\nDistance\n\ + Time to Locate\n\n\n\n\n100 ft. or less\n1 round\n\n\n1,000 ft.\n1 minute\n\n\n\ + 1 mile\n10 minutes\n\n\n\ + 2 miles\n1 hour\n\n\n\ + 3 miles\n2 hours\n\n\n\ + 4 miles\n3 hours\n\n\n\ + 5 miles\n4 hours\n\n\n\ +

Once the hand locates the subject, it beckons the creature to follow\ + \ it. If the subject does so, the hand points in your direction, indicating the\ + \ most direct, feasible route. The hand hovers 10 feet in front of the subject,\ + \ moving before it at a speed of as much as 240 feet per round. Once the hand\ + \ leads the subject back to you, it disappears.

The subject is not compelled\ + \ to follow the hand or act in any particular way toward you. If the subject chooses\ + \ not to follow, the hand continues to beckon for the duration of the spell, then\ + \ disappears. If the spell expires while the subject is en route to you, the hand\ + \ disappears; the subject must then rely on its own devices to locate you.

If\ + \ more than one subject in a 5-mile radius meets the description, the hand locates\ + \ the closest creature. If that creature refuses to follow the hand, the hand\ + \ does not seek out a second subject.

If, at the end of 4 hours of searching,\ + \ the hand has found no subject that matches the description within 5 miles, it\ + \ returns to you, displays an outstretched palm (indicating that no such creature\ + \ was found), and disappears.

The ghostly hand has no physical form. It\ + \ is invisible to anyone except you and a potential subject. It cannot engage\ + \ in combat or execute any other task aside from locating a subject and leading\ + \ it back to you. The hand can\u2019t pass through solid objects but can ooze\ + \ through small cracks and slits. The hand cannot travel more than 5 miles from\ + \ the spot it appeared when you cast the spell.

" + 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).

Hermean potential is countered and dispelled by ill omen, but does not itself counter or dispel + ill omen.

' + 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.

If the feast is interrupted for any reason, + the spell is ruined and all effects of the spell are negated.

+ 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.

This spell grants 1 hero point to the target. + This hero point must be spent before the duration expires, or it is lost. The + bonus hero point is spent before any other hero points the target might possess.

+ + ' + 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.

If this healing brings your hit point total above 0 hit + points, you do not fall, and may continue to act. If you have no more uses + of lay on hands this spell has no effect.

+ 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.

\n\ +

Spell Glyphs \n

\n

You can store any\ + \ harmful spell of 3rd level or lower that you know. All level-dependent features\ + \ of the spell are based on your caster level at the time of casting the glyph.\ + \ If the spell has a target, it targets the intruder. If the spell has an area\ + \ or an amorphous effect, the area or effect is centered on the intruder. If the\ + \ spell summons creatures, they appear as close as possible to the intruder and\ + \ attack. Saving throws and spell resistance operate as normal, except that the\ + \ DC is based on the level of the spell stored in the glyph.

" + 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.

Each subsequent casting of this spell on\ + \ a target within a 24-hour period gives the target a +4 bonus on its save against\ + \ the spell and imposes a \u20134 penalty on your caster level check to overcome the target\u2019s spell resistance with this spell.

" + 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.

Whether\ + \ a creature fails or succeeds at its saving throw, it becomes immune to further\ + \ castings of hidden diplomacy for 24 hours.

" + 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.

When you cast this spell, you decide how\ + \ long you wish the spell\u2019s duration to be, up to a maximum duration of 1\ + \ day per level.

Many Cyphermages commission non-magical tattoos to disguise\ + \ the effects of this spell. A detect magic spell or a successful Linguistics or Spellcraft\ + \ check (DC 20 + your Intelligence modifier) reveals an enchanted tattoo, but not its contents.\ + \ The effects of hidden knowledge can be dispelled normally, in which case the knowledge is\ + \ completely lost.

" + 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.

The targets remain unaware of your actions, provided you\ + \ don\u2019t make any attacks or cause any obvious or directly threatening changes\ + \ in the targets\u2019 environment. If you attack any of the target creatures,\ + \ the effect ends. If you take an action that creates a sustained and obvious\ + \ change in the target\u2019s environment\u2014for example, attacking a creature\ + \ other than a target or moving a sizeable or attended object the target can see\u2014\ + the target immediately receives a new saving throw.

" + 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\u2019\ + s 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.

\n" + 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.

A\ + \ creature with an Intelligence score of 2 or lower is not affected. A creature whose type is\ + \ different from the caster\u2019s receives a +4 bonus on its saving throw, because\ + \ humor doesn\u2019t \u201Ctranslate\u201D well.

" + 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 \u201C\ + bomb 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 target directly, it affects up\ + \ to three targets\u2014the creature the bomb hit directly, and up to two other\ + \ creatures that take damage from the splash damage (alchemist\u2019s choice). Each targeted creature must succeed at a Fortitude saving\ + \ throw or have its speed reduced by 20 feet (minimum 0 feet).

" + 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.

Hold Monster, Mass

+ +

School enchantment + (compulsion) [mind-affecting]; + Level sorcerer/wizard + 9, witch 9

+ +

EFFECT

+ +

Targets one or more creatures, no two of which can be more than 30 ft. + apart

+ +

DESCRIPTION

+ +

This spell functions like hold + person, except that it affects multiple creatures and holds 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.

Hold Person, Mass

School enchantment (compulsion) [mind-affecting]; Level mesmerist\ + \ 6, psychic\ + \ 7, sorcerer/wizard 7, witch 7

Targets one or more humanoid\ + \ creatures, no two of which can be more than 30 ft. apart

This spell functions like hold person, except as noted above.

" + 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.

Add 5 to the + normal DC for forcing open a portal affected by this 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).

Attempts to identify hollow heroism with a skill\ + \ check incorrectly identify it as heroism (see the ruse descriptor).

\n" + 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.

    \n\ +
  • First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not\ + \ just against attacks by evil creatures.
  • \n
  • Second, each warded creature\ + \ gains spell resistance 25 against evil spells and spells cast by evil creatures.
  • \n\ +
  • Third, the abjuration protects the recipient from possession and mental influence,\ + \ just as protection from evil does.
  • \n
  • Finally, if an evil creature\ + \ succeeds on a melee attack against a creature warded by a holy aura,\ + \ the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura\u2019s save DC).
  • \n\ +
" + 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.

\n

Holy\ + \ Ice Wall: This functions like wall of ice (hemisphere or plane). Any creature that takes damage from holy\ + \ water takes 1 point of damage every time it touches or attacks the ice wall\ + \ with melee attacks; extended contact with the wall (such as standing or walking\ + \ on it) deals 1d6 points of damage. Even when the ice has been broken through,\ + \ a sheet of frigid holy air remains. Any creature that steps through it (including\ + \ the one who broke through the wall) takes 1d6 points of damage + 1 point per\ + \ caster level\ + \ (no save); half of this damage is cold damage, half is damage from holy water\ + \ (creatures unharmed by holy water do not take the damage).

\n

Holy Ice\ + \ Javelins: The spell creates a number of javelins of frozen holy water in\ + \ your square equal to your caster level (maximum 15), which hurl themselves toward one or more targets\ + \ that are no more than 10 feet away from each other. You must succeed on attack rolls\ + \ (one per javelin) to hit the target with the javelin, using your base attack bonus\ + \ + your Wisdom modifier. The javelins deal 1d6 damage each, plus 1 point of cold\ + \ damage and 1 point of damage from holy water. The javelins are destroyed by\ + \ this attack.

\n
\n
Section 15: Copyright Notice
\n\ +
\n

Pathfinder Roleplaying Game: Ultimate Magic. \xA9 2011,\ + \ Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb,\ + \ Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen\ + \ K.C. Stephens, and Russ Taylor.

\n
\n
\n
" + 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.

At caster level 6th, the weapon gains the returning weapon special ability when thrown, melting away after an attack\ + \ and re-forming in your hand just before your next turn.

" + 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.

As a move action, the creature (or another adjacent creature) can attempt to pull\ + \ the javelin out (causing it to immediately disappear) with a DC 12 Strength check.

The holy javelin glows like a torch, and this light clearly indicates the impaled creature\u2019s location,\ + \ even if it turns invisible. Since this light is not a light effect, just the glow of a conjured\ + \ javelin, darkness spells always suppress it, even if they are lower level.

" + 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\u2019\ + s 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\u2019\ + s 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.

The spell + deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature + in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil + outsider) + and causes it to become blinded + for 1 round. A successful Will + saving throw reduces damage to half and negates the blinded + effect.

The spell deals only half damage to creatures who are neither good + nor evil, and they are not blinded. + Such a creature can reduce that damage by half (down to one-quarter of the roll) + with a successful Will + save.

+ 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.

If this spell is cast\ + \ on a magic weapon, the powers of the spell supersede any that the weapon normally\ + \ has, rendering the normal enhancement bonus and powers of the weapon inoperative\ + \ for the duration of the spell. This spell is not cumulative with bless\ + \ weapon or any other spell that might modify the weapon in any way. This\ + \ spell does not work on artifacts. A masterwork weapon\u2019s bonus to attack\ + \ does not stack with an enhancement bonus to attack.

" + 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: ' + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
HDEffect
Equal to caster levelDeafened
Up to caster level -1Blinded, + Deafened
Up to caster level -5Paralyzed, + Blinded, + Deafened
Up to caster level -10Killed, Paralyzed, + Blinded, + Deafened

Any non-good creature within the area of a holy word spell suffers + the following ill effects.

The effects are cumulative and concurrent. A + successful Will + save reduces or eliminates these effects. Creatures affected by multiple effects + make only one save and apply the result to all the effects.

+ +

Deafened: The creature is deafened + for 1d4 rounds. Save negates.

+ +

Blinded: The creature is blinded + for 2d4 rounds. Save reduces the blinded + effect to 1d4 rounds.

+ +

Paralyzed: The creature is paralyzed + and helpless for 1d10 minutes. Save reduces the paralyzed + effect to 1 round.

+ +

Killed: Living creatures die. Undead + creatures are destroyed. Save negates. If the save is successful, the creature + instead takes 3d6 points of damage +1 point per caster level (maximum +25).

+ +

Furthermore, if you are on your home plane when you cast this spell, + non-good extraplanar + creatures within the area are instantly banished back to their home planes. Creatures + so banished cannot return for at least 24 hours. This effect takes place regardless + of whether or not the creatures hear the holy word. The banishment effect + allows a Will + save (at a -4 penalty) to negate.

Creatures whose HD exceed your caster + level are unaffected by holy word.

' + 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.

If this results in a roll low enough to reduce the creature\u2019\ + s attitude by a step, that creature gets some clue that you are manipulating it\ + \ with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information,\ + \ gaining a +5 competence bonus on the check.

" + 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.

While\ + \ under the effects of this spell, targets without the help of a guide move at\ + \ half speed, and any attacks they make are treated as though the creature they\ + \ are attacking had concealment.

Moving faster than half speed requires targets to succeed\ + \ at a DC 10 Acrobatics\ + \ check. Those that fail this check fall prone. If the target is attacked or physically harmed by any creature other\ + \ than another target of hoodwink, the spell\u2019s effect ends immediately for\ + \ that target only.

" + 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\u2019s 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.

Each creature that can see the doubles must succeed at + a Will save + or become shaken + for as long as it can see any of the doubles. A successful saving throw negates + the shaken + condition and renders the creature immune to the further effects of this spell + (beyond the usual effects of mirror + image). In addition, the first time a creature that failed its initial saving + throw destroys one of the images, it must succeed at a Will + save or its perception of the double shifts at the last second. The double takes + on the face of the attacker, the face of a loved one, or some other equally disturbing + image, causing the attacker to become frightened + for 1 round and take 1d3 points of Wisdom + damage from the traumatic shock. Both additional effects are mind-affecting + fear effects, and spell + resistance applies against them.

If your campaign uses the sanity system, + a creature takes 1d8 points of sanity damage instead of Wisdom + damage.

+ 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.

The phobia can be cured using traditional methods of treating\ + \ insanity, and spells or effects that prevent possession or mind control suppress\ + \ the phobia for their duration. Each time the phobia is triggered in an affected\ + \ creature, the spell\u2019s haunt-like manifestation occurs during that round.

HAUNT STATISTICS

Notice Perception DC 25 (to hear a distant cry of fright, or see a horrified ghostly\ + \ face appear over a victim\u2019s face); hp 2 hp/level; Trigger\ + \ proximity; Reset none

" + 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 \u2013\ + 4 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 \u2013\ + 5. 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\u2019s 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.

On any round after the target deals damage\ + \ to another creature of its own type and subtype (if applicable) with its bite\ + \ attack, the target loses the staggered condition. If it doesn\u2019t continue dealing bite damage to applicable\ + \ creatures, the target regains the staggered condition at the beginning of its next turn.

\n" + 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.

Immediately, and at\ + \ the beginning of each of your turns, every creature touching the ground within\ + \ the area of the spell is the target of a grapple combat maneuver. Creatures that enter the area of effect are also automatically\ + \ attacked. The ground does not provoke attacks of opportunity. The earth\u2019s CMB is equal to 5 + your caster level for the purpose of this combat maneuver check.

Attempt the combat maneuver check only once each round and apply the result to all creatures\ + \ in the area of effect.

Each time the ground succeeds at a combat maneuver check to grapple a foe, it drags the creature farther down, eventually forcing the\ + \ creature below its surface. With the first successful check, the target gains\ + \ the grappled condition. Grappled opponents can\u2019t move without first breaking\ + \ the grapple\ + \ (doing so requires a successful DC 20 combat maneuver or Escape Artist check). The ground receives a +5 bonus on combat maneuver checks to grapple opponents it is already grappling. After the second successful grapple combat maneuver check, the grappled creature is pulled to the ground and becomes prone. On the third successful grapple combat maneuver check, the creature is fully buried and must hold its breath\ + \ or begin suffocating.

A buried creature can\u2019t attempt to escape unless\ + \ the effect ends or it breaks the grapple. The DC to escape the grapple increases to 25 for a creature that has been pulled beneath the earth.

" + 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).

Targets of the spell gain a +2 sacred\ + \ bonus on Bluff, Perception, Sense Motive, and Survival checks attempted against\ + \ creatures of the selected type, and a +2 sacred bonus on attack rolls and damage rolls made against creatures of that type.

Furthermore,\ + \ they gain a +2 sacred bonus on initiative checks, Perception, Stealth,\ + \ and Survival checks\ + \ while they are in the type of terrain you designate.

Lastly, when tracking\ + \ the designated creature type in the chosen terrain, the targets can follow the\ + \ tracks of such creatures untrained, even if the DC for the task is 11 or higher.

" + 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.

You ignore concealment provided by fog or mist, blur, displacement, invisibility, and similar effects affecting the target, but not concealment\ + \ provided by darkness. This spell provides no benefits to your allies and no\ + \ benefits against creatures other than 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.

You share one of the following class abilities\ + \ with your companion for every 4 caster levels you possess: camouflage, favored enemy, favored terrain, hide in plain sight, resist nature\u2019s lure, swift tracker, trackless\ + \ step, venom immunity, and woodland stride. You must have the ability in question to share it with your\ + \ companion, and it functions for your companion just as it functions for you,\ + \ save that each favored enemy or favored terrain you share counts as a separate class ability for the purpose\ + \ of this spell.

At the GM\u2019s discretion, you may instead share an ability\ + \ granted by an archetype that substitutes for one of the above abilities, such\ + \ as the arctic endurance, arctic native, icewalking, and snowcaster abilities\ + \ of an arctic druid.

" + 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.

For the duration of this spell you may spend a full-round action to take 20 on any Knowledge skill checks made to identify a foe\u2019s weaknesses, provided\ + \ the foe in question is within line of sight and provided that you have at least\ + \ one rank in that particular Knowledge skill. This spell allows you to make untrained Knowledge checks to determine a monster\u2019s weaknesses as if you had ranks\ + \ in that skill, but you cannot take 20 on these checks.

" + 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\u2019\ + s 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.

You can discharge this spell in order to make an especially powerful\ + \ attack with the spear. The spear\u2019s critical range becomes 18\u201320 and\ + \ its critical multiplier becomes \xD73. If you make this attack as part of a\ + \ charge action, you gain an enhancement bonus of +30 feet to your base speed while performing the charge.\ + \ If you throw the spear as part of this attack, its range increment increases\ + \ to 80 feet. If you cast this spell on a masterwork spear, it also gains the\ + \ bane special ability against the selected creature type and automatically\ + \ bypasses any damage reduction (except DR/\u2014) regardless of the creature\u2019s type. After resolving the attack,\ + \ the spear is completely destroyed in a burst of energy.

Any creature other\ + \ than you treats the spear as a normal weapon of its type. You can have only\ + \ one huntmaster\u2019s spear in effect at a time. If you cast the spell again,\ + \ any previous instance of the spell immediately ends. If you expend a monster\ + \ trophy of the type selected as an optional material component for this spell,\ + \ you reduce the casting\ + \ time to 1 round.

" + 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.

    \n
  • \ + \

    A Tiny or smaller creature on the ground is knocked down and rolled 1d4\xD7\ + 10 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.

  • \n
  • Small creatures are\ + \ knocked prone by the force of the wind, or if flying are blown back 1d6\xD7\ + 10 feet.

  • \n
  • Medium creatures are unable to move forward against\ + \ the force of the wind, or if flying are blown back 1d6\xD75 feet.

  • \n\ +
  • Large or larger creatures may move normally within a hurricane blast effect.

    \ + \
  • \n

Hurricane blast can\u2019t move a creature beyond the limit of\ + \ its range. Any creature, regardless of size, takes a \u20134 penalty on ranged\ + \ attacks and Listen checks in the area of a hurricane blast. The force of the\ + \ gust automatically extinguishes candles, torches, and similar unprotected flames.\ + \ It causes protected flames, such as those of lanterns, to dance wildly and has\ + \ a 50% chance to extinguish those lights.

In addition to the effects noted,\ + \ a hurricane blast can do anything that a sudden blast of wind would be expected\ + \ to do. It can create a stinging spray of sand or dust, fan a large fire, overturn\ + \ delicate awnings or hangings, and blow gases or vapors to the edge of its range.

" + 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.

Against immovable objects this stream instead\ + \ allows you to make a Strength check to destroy the target. When attempting to break an object,\ + \ the stream has an effective Strength equal to your caster level plus the ability score modifier as above. The Break DC depends\ + \ on the object you\u2019re trying to break (see Damaging Objects for sample Break DCs for various objects.)

Hydraulic\ + \ torrent extinguishes any normal fires it encounters along its path. Magical\ + \ fires are unaffected.

" + 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.

Immediately after casting the spell,\ + \ you can begin spending the necessary time to perform an Intelligence check, a Linguistics check to detect a forgery or decipher a hidden message, or a\ + \ Knowledge check. If\ + \ the check requires at least 3 rounds, you can perform it five times as quickly\ + \ (minimum 1 round). If the check required fewer than 3 rounds, you can perform\ + \ it instantly. Either way, you gain an insight bonus on the check equal to your caster level (maximum bonus +10), but this bonus can\u2019t raise your result\ + \ above what you could have achieved on a natural 20.

" + 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\u2019\ + s 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.

A\ + \ wizard\ + \ or sorcerer\ + \ need not utter a sound to cast this spell, but a bard must perform as a verbal component.

" + 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.

If + you use this spell in combat, each target gains a +2 bonus on its saving throw. + If the spell affects only a single creature not in combat at the time, the saving + throw has a penalty of -2.

While the subject is fascinated + by this spell, it reacts as though it were two steps more friendly in attitude. + This allows you to make a single request of the affected creature (provided you + can communicate with it). The request must be brief and reasonable. Even after + the spell ends, the creature retains its new attitude toward you, but only with + respect to that particular request.

A creature that fails its saving throw + does not remember that you enspelled it.

+ 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.

Your\ + \ unarmed attack deals damage equal to a club sized for you (1d4 for Small characters\ + \ or 1d6 for Medium characters) plus 1 point of cold damage, and you are considered\ + \ armed when making unarmed attacks. You may burrow through nonmagical ice or snow at your base speed as easily as a fish\ + \ swims through water. You can move through magical ice and snow if you succeed\ + \ on a caster level\ + \ check (1d20 + caster\ + \ level) against a DC of 11 + the caster level of the effect; you automatically succeed on caster level checks against effects that you created. Your passage through\ + \ snow and ice in this fashion leaves behind no tunnel or hole.

" + 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.

Any creature\ + \ in the area when the spell is cast takes 1d6 points of cold damage + 1 point\ + \ per caster level\ + \ (maximum +10) and falls prone; creatures that succeed at a Reflex save take half damage and don\u2019t fall prone. Spell resistance applies to this initial effect.

A creature\ + \ can walk within or through the area of ice at half its normal speed with a successful\ + \ DC 10 Acrobatics\ + \ check. Failure by 4 or less means the creature can\u2019t move that round (and\ + \ must succeed at a Reflex save or fall); failure by 5 or more means it falls (see the Acrobatics skill). Creatures\ + \ that do not move on their turn do not need to attempt this check.

A 5-foot\ + \ square of ice has hardness 0 and 3 hit points. The ice is an instantaneous effect, but persists as non-magical\ + \ ice. Under temperate conditions, the ice lasts 1 minute per level. In tropical\ + \ environments, it might last only half as long. In cold environments where ice\ + \ and snow persist without melting, it could last indefinitely.

" + 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.

If you cast this spell upon an area covered with ice\ + \ or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears\ + \ strike with additional force. Saves against the effect suffer a \u20132 penalty\ + \ and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage.\ + \ They melt as normal depending on the surrounding environment. They no longer\ + \ damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points.

" + 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.

Further,\ + \ the target can attempt such checks untrained while under the effects of this\ + \ spell. This ability does not allow the target to identify artifacts.

" + 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: "
\n
\_
\n

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).

A target who can speak and has at least one + free hand and who is aware of the spell and its effects (such as from a Spellcraft + check to identify the spell as it is cast) can negate one reroll by spending a + move + action to utter a brief prayer or good luck charm to appease the spirits of + ill fortune.

+ 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.

When a creature hits you with an attack of any type, it gains\ + \ a saving throw to disbelieve the figment. On a successful saving throw, it successfully\ + \ disbelieves and the spell\u2019s effect ends for that creature.

" + 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.

The subject of this spell doesn\u2019t provoke\ + \ attacks of opportunity from these illusory actions. Each target of the attack\ + \ or spell counts as interacting with the illusion and thus receives a save to\ + \ disbelieve.

\n" + 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.

The crowd affects movement and provides cover + like a real crowd, but anyone who disbelieves the illusion + can move and attack through the crowd without impediment. Each round a creature + enters or makes an attack through a crowd-filled square, it can attempt a save + to disbelieve the illusion. + Similarly, any creature that spends a round listening to or talking to the crowd + can attempt a save to disbelieve the illusion. + If the group is placed in any terrain other than urban, each creature attempting + a save to disbelieve the spell gains a +5 bonus on the save.

+ 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.

This spell fools all the senses, convincing\ + \ the target that its hoard feels and behaves as it should. Only if the target\ + \ tries to use an item from this illusory hoard for some other purpose does it\ + \ receive another saving throw to disbelieve the effects of the spell (a wizard trying to use\ + \ an illusory wand or a dragon trying to unlock a door with an illusory key). For the purposes of\ + \ this spell, a hoard is any amount of treasure that is too big to be carried\ + \ by the treasure\u2019s owner without magical tools such as bags of holding or\ + \ portable holes, such as a dragon\u2019s hoard, a king\u2019s treasury, a merchant\u2019s strongbox,\ + \ or a thief\u2019s hidden cache.

The material component is any item worth\ + \ 10 gp or more taken from the original hoard. This item is consumed by the spell.

" + 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.

The first creature hit by the poisoned weapon must make\ + \ a Will\ + \ save against the illusion\ + \ spell; success means the spell has no effect and is expended from the weapon.\ + \ If the creature fails its save, it believes it has been poisoned and must make\ + \ Fortitude\ + \ saves at the spell\u2019s DC to avoid suffering illusory poison damage. Delay\ + \ poison allows the target to ignore the effects of the phantasmal poison\ + \ until the delay poison spell ends, at which time it may make a Will save to realize the poison is illusory and recover all illusory poison\ + \ damage.

Neutralize poison, lesser restoration, or restoration immediately recovers all damage from the spell. A successful\ + \ dispel magic spell ends the effect of the illusion, as do spells that penetrate illusions (such as true seeing).\ + \ The target automatically recovers all illusory poison damage after 1 hour.

\n" + 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.

Any unauthorized creature attempting to\ + \ read the script triggers a potent illusory effect and must make a saving throw.\ + \ A successful saving throw means the creature can look away with only a mild\ + \ sense of disorientation. Failure means the creature is subject to a suggestion\ + \ implanted in the script by you at the time the illusory script spell was cast.\ + \ The suggestion lasts only 30 minutes. Typical suggestions include \u201CClose\ + \ the book and leave,\u201D \u201CForget the existence of this note,\u201D and\ + \ so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear.\ + \ The hidden message can be read by a combination of the true seeing\ + \ spell with the read magic or comprehend languages spell.

" + 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\u2019s commander.

The army is treated as if it consists of units\ + \ who all possess the chosen special ability. This special ability is in addition\ + \ to any special abilities the army inherently possessed prior to the casting\ + \ of the spell.

" + 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.

Once\ + \ you cast imbue hex, you cannot use the transferred hex until the spell is discharged,\ + \ dispelled, or dismissed.

" + 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\u2019\ + s 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\u2019s 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\u2019s 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).

Mythic: If you expend one use + of mythic power, you double the maximum weight of the object you can imbue with + flight. You can expend additional uses of mythic power to increase the maximum + size of the object you can imbue with flight. Imbuing a Huge object requires two + uses of mythic power, imbuing a Gargantuan object requires four uses, and imbuing + a Colossal object requires eight uses. These costs include the expenditure to + cast a mythic spell, and count toward doubling the weight limit of the spell.

Two + or more casters can cast this spell in concert to share the mythic power cost. + Each caster must expend an additional use of mythic power to cooperate; this does + not count toward the other costs or effects of the spell. The group chooses which + caster has control of the flight. As a full-round + action, the controlling caster can cede control to another caster involved + in the original casting of the spell.

' + 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: "
\n\n\n\n\n\n\n\nOne 1st-level spell\n\n\n\n\ + \n\n\n\n\n\n
HD of Recipient \n Spells Imbued
2 or lower
3-4One or two 1st-level spells
5 or higherOne or two 1st-level spells and one\ + \ 2nd-level spell
\n

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.

The transferred spell\u2019s variable characteristics (range,\ + \ duration, area, and the like) function according to your level, not the level\ + \ of the recipient.

Once you cast imbue with spell ability, you cannot\ + \ prepare a new 4th-level spell to replace it until the recipient uses the imbued\ + \ spells or is slain, or until you dismiss the imbue with spell ability\ + \ spell. In the meantime, you remain responsible to your deity or your principles\ + \ for the use to which the spell is put. If the number of 4th-level spells you\ + \ can cast decreases, and that number drops below your current number of active\ + \ imbue with spell ability spells, the more recently cast imbued spells\ + \ are dispelled.

To cast a spell with a verbal component, the subject must\ + \ be able to speak. To cast a spell with a somatic component, it must be able\ + \ to move freely. To cast a spell with a material component or focus, it must\ + \ have the materials or focus.

" + 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.

When you cast impart mind on a magic item, the\ + \ item gains an Intelligence, Wisdom, and Charisma score of 10 and gains your alignment. You have no special control over the item once it becomes intelligent,\ + \ although since it has your alignment, personality conflicts with items you wield won\u2019t be a problem.\ + \ Determine the item\u2019s ego normally, as per the rules on intelligent items\ + \ in the Core Rulebook.

An item made intelligent via impart mind\ + \ communicates via speech and has normal senses to a range of 60 feet. It speaks\ + \ and reads one language known by you\u2014if you know multiple languages, you\ + \ may choose which language the item knows.

When you cast impart mind\ + \ on an item, roll once on Table: Intelligent Item Powers to randomly determine\ + \ the item\u2019s power\u2014add your caster level to this roll. By expending additional diamond dust in excess\ + \ of the 1,000 gp worth of material components required to cast this spell, you can gain further bonuses on the\ + \ d% roll made to determine the item\u2019s power. Every additional 100 gp in\ + \ diamond dust you use in excess grants a cumulative +1 bonus to the roll, up\ + \ to a maximum additional bonus equal to your caster level. If the item gains the ability to cast a spell, determine the\ + \ spell it can cast randomly from spells you know of the appropriate level. If\ + \ the item gains ranks in a skill, it gains ranks in a random skill in which you\ + \ have at least 1 rank.

If you roll above 100, then you can choose one item\ + \ power on Table: Intelligent Item Powers to grant the item, and the item\ + \ gains a special purpose. Roll once on Table: Intelligent Item Purpose\ + \ and Table: Special Purpose Item Dedicated Powers to determine what the\ + \ item\u2019s special purpose and dedicated powers are. These d% rolls are not\ + \ modified by your caster level or any additional powdered gems you used to cast the spell.

Once\ + \ this spell ends, the item reverts to its previous nature\u2014if you cast this\ + \ spell on the item again, it gains entirely different powers as determined by\ + \ a new set of rolls.

\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n21\u201325\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n51\u201355\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n71\u201375\n\n\n\ + \n\n\n\n\ + \n+10,000 gp\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\n+2\n\n\n\n\n\n\n\n
\n Table: Intelligent Item Powers \n
d%Item PowerBase Price ModifierEgo Modifier
01\u201310Item can cast a 0-level spell at will+1,000\ + \ gp+1
11\u2013\ + 20Item can cast a 1st-level spell 3/day+1,200 gp+1
Item can use magic aura on itself at will+2,000 gp+1
26\u201335Item can cast a 2nd-level spell 1/day+2,400 gp+1
36\u201345Item has 5 ranks\ + \ in one skill*+2,500 gp+1
46\u201350Item can sprout limbs and move with a speed of 10 feet+5,000 gp+1
Item can cast a 3rd-level\ + \ spell 1/day+6,000 gp+1
56\u201360Item can cast a 2nd-level spell 3/day+7,200\ + \ gp+1
61\u2013\ + 70Item has 10 ranks in one skill*+10,000 gp+2
Item can change shape into\ + \ one other form of the same size+10,000 gp+2
76\u201380Item can fly, as per the spell, at a speed of 30 feet+2
81\u201385Item can cast a 4th-level\ + \ spell 1/day+11,200 gp+2
86\u201390Item can teleport itself 1/day+15,000 gp+2
91\u201395Item can cast a 3rd-level spell 3/day+18,000 gp+2
96\u2013100Item can cast a\ + \ 4th-level spell 3/day+33,600 gp
* Intelligent items can only possess Intelligence-, Wisdom-, or Charisma-based skills, unless they also possess some form\ + \ of ability to move.

\n\n\n\nd%\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n
\n Table: Intelligent Item Purpose \n
PurposeEgo Modifier
01\u2013\ + 20Defeat/slay diametrically opposed alignment*+2
21\u201330Defeat/slay arcane spellcasters (including spellcasting monsters\ + \ and those that use spell-like abilities)+2
31\u201340Defeat/slay\ + \ divine spellcasters (including divine entities and servitors)+2
41\u201350Defeat/slay non-spellcasters+2
51\u201355Defeat/slay a particular\ + \ creature type (see the bane special ability for choices)+2
56\u201360Defeat/slay a particular race or kind of creature+2
61\u201370Defend a particular race or kind of creature+2
71\u201380Defeat/slay\ + \ the servants of a specific deity+2
81\u201390Defend the servants\ + \ and interests of a specific deity+2
91\u201395Defeat/slay all (other\ + \ than the item and the wielder)+2
96\u2013100Choose one+2
* The purpose of the neutral (N) version of this item is to preserve the balance\ + \ by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG,\ + \ CE).
\n\ + \n\n\n\n\n\nEgo Modifier\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n81\u201395\n\n\n\n\n\n\n\n+200,000 gp\n\n\n\ + \n
\n Table: Special Purpose Item Dedicated\ + \ Powers \n
d%Dedicated PowerBase Price Modifier
01\u201320Item can detect any special purpose\ + \ foes within 60 feet+10,000 gp+1
21\u201335Item can use a 4th-level spell at will+56,000 gp+2
36\u201350Wielder gets +2 luck bonus on attacks, saves,\ + \ and checks+80,000 gp+2
51\u201365Item can use a 5th-level spell at will+90,000\ + \ gp+2
66\u2013\ + 80Item can use a 6th-level spell at will+132,000 gp+2
Item can use a 7th-level\ + \ spell at will+182,000 gp+2
96\u2013100Item can use true resurrection on wielder, once per month+2
" + 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.

During\ + \ the spell\u2019s duration, creatures reading the object through the object reading\ + \ spell or the psychometry occult skill unlock receive this false information\ + \ in place of an item\u2019s true history if they fail a Will saving throw. Creatures that succeed at their saves still detect and\ + \ receive the false information, but recognize it for what is and are able to\ + \ discern the fictitious information from the item\u2019s true history without\ + \ difficulty.

This spell masks its own magical aura, causing the target\ + \ to not register as magical to detect spells and similar effects.

This\ + \ masking doesn\u2019t conceal any other magical auras on the object, and can\ + \ be overcome in the same ways as magic aura.

" + 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.

Spells that reveal the target\u2019s goals or\ + \ thoughts reveal the implanted urge as the target\u2019s most important goal\ + \ and the target does not register as thinking of anything else as long as it\ + \ is presented with the focus of its urge or a way to move toward its goal. Anyone\ + \ studying the target\u2019s thoughts can notice the implanted nature of this\ + \ urge with a successful caster level check.

" + 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\u2019\ + s 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).

To cast this on a trap, you must know that the trap exists and its precise location. A trap can only have one improvement from this spell at a\ + \ time. A second casting changes the improvement on the trap, but does not add\ + \ another improvement.

" + 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.

As with a cloudkill\ + \ spell, the smoke moves away from you at 10 feet per round. Figure out the smoke\u2019\ + s new spread each round based on its new point of origin, which is 10 feet farther\ + \ away from where you were when you cast the spell. By concentrating, you can\ + \ make the cloud move as much as 60 feet each round. Any portion of the cloud\ + \ that would extend beyond your maximum range dissipates harmlessly, reducing\ + \ the remainder\u2019s spread thereafter.

As with fog cloud, wind disperses\ + \ the smoke, and the spell can\u2019t be cast underwater.

" + 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.

If the chains succeed in grappling an incorporeal creature, the creature takes an amount of damage equal to 1d8\ + \ + your key spellcasting ability score modifier and gains the grappled condition. Grappled opponents can\u2019t move without first breaking\ + \ the grapple.\ + \ The spell prohibits all other movement unless the creature breaks the grapple first\ + \ (although dimensional magic and the like still work as normal). Each round you\ + \ concentrate, the chains continue grappling their current targets (though they don\u2019t seek out targets\ + \ they aren\u2019t currently grappling). The incorporeal chains receive a +5 bonus on grapple combat maneuver checks against opponents the chains are already grappling, but\ + \ can\u2019t move foes or pin foes.

Each round the incorporeal chains succeed at a grapple combat maneuver check, they deal an additional amount of damage equal to\ + \ 1d8 + your key spellcasting ability score modifier. The CMD of incorporeal chains, for the purposes of escaping the grapple, is equal to 10 + its CMB. If you move out of range of any of the grappled creatures, the chains cease grappling those 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.

On the round it appears, the devil identifies\ + \ itself (typically by name and with a brief recitation of honors) and states\ + \ it is prepared to do battle with a sole mortal champion. In the same round,\ + \ either you or a creature you designate while casting the spell must identify\ + \ the devil\u2019s challenger. For the duration of the spell, the devil does everything\ + \ in its power to kill the challenger. You do not control the devil or have any\ + \ influence over how it conducts itself in battle, but the devil cannot leave\ + \ the testing ground. Unlike with summon monster and similar spells, you cannot dismiss the devil. Rather,\ + \ the conjured devil remains until any one of the following criteria is met: it\ + \ is reduced below 0 hit points or otherwise defeated, its challenger is slain, its challenger\ + \ leaves the testing ground, or it takes damage from any source other than its\ + \ challenger. Upon any of these occurrences, the devil vanishes.

Conjuring\ + \ a devil is typically an evil act. If cast for any purpose besides the administering\ + \ of a Hell Knight test, this spell has the evil descriptor.

" + 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).

+ +

Inflict Critical Wounds, Mass

+ +

School necromancy; + Level cleric/oracle + 8, shaman + 8, witch 9

+ +

DESCRIPTION

+ +

This spell functions like mass + inflict light wounds, except that it deals 4d8 points of damage + 1 point + per caster level (maximum +40).

+ +
' + 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).

Since + undead are powered by negative energy, this spell cures such a creature of a like + amount of damage, rather than harming it.

+ 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.

\n" + 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.

A creature attempting\ + \ to move through one of the pillars must attempt a Will save. Failure means the creature can\u2019t move through the pillar\ + \ and can\u2019t take any other actions for the duration of its turn that round,\ + \ but it can attempt to pass through the pillar again in subsequent rounds (attempting\ + \ another save against the effect). A creature need only succeed at one saving\ + \ throw to move through all pillars created by this spell.

A creature standing\ + \ within the area of a pillar is dazzled (no save), while a creature making a ranged attack that passes through\ + \ one or more of the illusory pillars takes a 50% miss chance. A creature can\ + \ make a melee attack against a target within a pillar at no penalty.

" + 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.

Any creature that interacts with the target of\ + \ this spell must succeed at a Will saving throw (using the DC of the spell) or view the target in the most\ + \ innocuous possible light. On a failed saving throw, the creature views all of\ + \ the target\u2019s actions as inoffensive and no cause for concern unless the\ + \ target becomes an obvious threat. The creature can otherwise act normally, and\ + \ feels no compunction to obey or ignore the target; it simply assumes none of\ + \ the target\u2019s actions are dangerous or malicious unless shown evidence that\ + \ proves otherwise.

" + 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.

Remove + curse does not remove insanity. Greater + restoration, heal, + limited + wish, miracle, + or wish + can restore the creature.

+ 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.

Each scout that returns passes along memories of specific\ + \ structural flaws, defenses, and alarms, granting you the ability to reroll one\ + \ failed skill check per scout, as long as the skill check involves that specific\ + \ location\u2019s layout, such as a Stealth check to sneak in, a Disable Device check to silence an alarm, or a Perception check to notice a trap. If even one scout returns, you also gain a rough understanding of the\ + \ building\u2019s layout (at least, any portions your scouts could access). All\ + \ insight (and the associated rerolls) fades 1 hour per caster level you have after the scouts return. Your insects remember nothing\ + \ about creatures, and so provide no information about guardians or any conversations\ + \ they may overhear.

\n\n\"\"\n
" + 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.

For\ + \ example, an insect is unable to relay someone\u2019s emotional state or determine\ + \ who among several people it saw might be in charge.

Each insects\u2019\ + \ 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 make attacks. Due to their incredibly small\ + \ size and magical nature, they can make 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. The insects can even climb onto creatures of Tiny or larger\ + \ size while using Stealth,\ + \ possibly riding on those creatures unnoticed. A Tiny creature gains a +16 bonus\ + \ on Perception checks\ + \ made to notice one of these insects currently climbing on it. For each size\ + \ category larger than Tiny the creature being climbed is, this bonus is reduced\ + \ by 4 (to a minimum of +0 for Huge or larger creatures).

You also maintain\ + \ a faint mystical connection with these insects, which allows you to sense where\ + \ they are. As a full-round action, you can concentrate on the spell in order to learn the\ + \ direction and relative distance of each of the insects.

\n" + 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).

This healing can even bring back to life creatures that have been dead within the previous 1 round (but they cannot have been dead for any longer). If you apply this spell\u2019s healing to such a creature and its hit point total is at a negative amount\ + \ less than its Constitution score, it comes back to life and stabilizes at its new hit point\ + \ total. If you awaken a dead creature in this way, all allies of that creature within 60 feet who\ + \ can see it regain consciousness gain a +2 morale bonus on attack rolls, damage rolls, and saving throws for 1 minute thereafter, as\ + \ the healing\ + \ powers of your deity have imbued them with renewed vigor.

Creatures killed\ + \ by death effects cannot be revived this way. This spell deals damage to undead creatures rather than curing them, and it cannot bring them back to\ + \ life.

" + 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.

Instant\ + \ armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so on). Since instant armor is made\ + \ of force, incorporeal creatures can\u2019t bypass it the way they do normal armor.\ + \ The sort of armor you can create with this spell depends on your caster level.

\n\n\nCaster Level\ + \ \n Armor Created\n\n\n5th or lower\nchainmail\n\n\n6th-8th\nbanded\ + \ mail\n\n\n9th-11th\nhalf-plate\n\ + \n\n12th or higher\nfull plate\n\n\ +

If you choose to create lesser armor than your level allows\ + \ you gain a +1 magical enhancement bonus to the armor you do create for every type of armor you\ + \ pass over. For instance, if you have the capacity to create full plate instant\ + \ armor you could instead choose to create +1 half-plate, +2 banded\ + \ mail, or +3 chainmail. You cannot replace these bonuses with armor\ + \ special properties.

" + 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.

The\ + \ illusion appears\ + \ to be a perfect replica. Actively examining the fake with an Appraise or Perception\ + \ check grants a creature a Will save, but on a failed saving throw, it concludes that the fake is the\ + \ genuine article. The illusion isn\u2019t a functional item, nor does it have any magical properties\ + \ of the original. For example, an instant fake of a set of thieves\u2019 tools can\u2019t be used to pick a lock, a false warhammer\ + \ can\u2019t harm a person or break an object, a suit of unreal chainmail offers\ + \ no actual protection, and an illusory potion of cure light wounds doesn\u2019t heal any hit points when imbibed.

" + 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\u2019s creation.

The portrait is only as durable as normal paint\ + \ and can be removed by mundane means.

" + 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.

Rather than immediately disappear, the creature is healed\ + \ for 4d8 hp + 1 hit point per caster level (maximum 4d8+10 hit points). If this healing brings your summoned creature\u2019s hit point\ + \ total to 1 or more hit points, it remains as if its hit points had never dropped to 0 or fewer. Creatures slain by death effects\ + \ cannot be saved by instant restoration. A summoner can target his eidolon with this spell.

" + 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.

First, you must place your arcane + mark on the item. Then you cast this spell, which magically and invisibly + inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, + you can summon the item by speaking a special word (set by you when the spell + is cast) and crushing the gem. The item appears instantly in your hand. Only you + can use the gem in this way.

If the item is in the possession of another + creature, the spell does not work, but you know who the possessor is and roughly + where that creature is located when the summons occurs.

The inscription + on the gem is invisible. It is also unreadable, except by means of a read magic spell, + to anyone but you.

The item can be summoned from another plane, but only + if no other creature has claimed ownership of it.

+ + ' + 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.

You are considered proficient with this weapon, which acts in all + ways as a masterwork weapon typical of its type. The instant weapon has hardness + 20 and the same number of hit + points as a typical weapon of its type. As a force effect, it can strike and + damage incorporeal + creatures. If the instant weapon leaves your hand at any time, the spell ends + at the beginning of your next turn.

+ 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\u2019\ + s. 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).

Even if you cast\ + \ the spell, you must succeed at a Will save to escape your own psychic duel if your opponent doesn\u2019t want\ + \ to allow you to leave. Spells like mindscape door can also free you from the mindscape (and mindscape door is one of the few spells you can cast in a binary mindscape).\ + \ A binary mindscape is clearly illusory, and disbelieving the illusion doesn\u2019\ + t alter how the mindscape works.

" + 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.

The target creature gains a +2\ + \ competence bonus on Diplomacy, Handle\ + \ Animal, Perform,\ + \ and Sense Motive\ + \ checks. In addition, the DC for any spells or effects with the emotion or pain\ + \ descriptors cast or caused by the target increases by 1 while the target is\ + \ under the effects of the spell. However, increased sensitivity causes the target\ + \ to take a \u20132 penalty on saving throws against spells and effects with the\ + \ emotion or pain descriptor.

" + 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\u2013\ + it 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.

An interposing hand is 10 feet long\ + \ and about that wide with its fingers outstretched. It has as many hit points\ + \ as you do when you\u2019re undamaged, and is AC 20 (-1 size, +11 natural). It\ + \ takes damage as a normal creature, but most magical effects that don\u2019t\ + \ cause damage do not affect it.

The hand never provokes attacks of opportunity from opponents. It cannot push through a wall\ + \ of force or enter an antimagic field, but it suffers the full effect of a prismatic wall\ + \ or prismatic sphere. The hand makes saving throws as its caster.

Disintegrate or a successful dispel magic destroys it.

Any creature weighing 2,000 pounds or less\ + \ that tries to push past the hand is slowed to half its normal speed. The hand\ + \ cannot reduce the speed of a creature weighing more than 2,000 pounds, but it\ + \ still affects the creature\u2019s attacks.

Directing the spell to a new\ + \ target is a move action.

" + 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.

Interrogation, Greater

\n

School necromancy [evil, pain]; Level inquisitor 4, psychic 4

\n

DESCRIPTION

\n

This spell functions\ + \ as interrogation, except you may ask one question per caster level and the spell deals damage equal to 1d8 points plus your Wisdom bonus if the target doesn\u2019t answer a question.

\n
" + 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.

An\ + \ inveigled creature attempts to fulfill multiple requests in the same manner\ + \ as it would favors for its true friends. If such requests conflict, it usually\ + \ chooses the more reasonable option\u2014overriding this preference requires\ + \ succeeding at an opposed Charisma check, as if under multiple forms of mental control.

" + 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.

The spell is discharged once you have used its benefit a number + of times equal to your caster + level.

+ 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.

If the poison + has effects other than ability + damage (such as unconsciousness or ability + drain), these effects apply normally.

This spell affects only a single + poison; + if multiple poisons affect the target simultaneously, this spell prevents only + ability + damage and grants the appropriate bonuses for the poison that would cause + the most damage.

+ 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.

Items dropped or put down by an invisible creature become visible;\ + \ items picked up disappear if tucked into the clothing or pouches worn by the\ + \ creature. Light, however, never becomes invisible, although a source of light\ + \ can become so (thus, the effect is that of a light with no visible source).\ + \ Any part of an item that the subject carries but that extends more than 10 feet\ + \ from it becomes visible.

Of course, the subject is not magically silenced,\ + \ and certain other conditions can render the recipient detectable (such as swimming\ + \ in water or stepping in a puddle). If a check is required, a stationary invisible\ + \ creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The\ + \ spell ends if the subject attacks any creature. For purposes of this spell,\ + \ an attack includes any spell targeting a foe or whose area or effect includes\ + \ a foe. Exactly who is a foe depends on the invisible character\u2019s perceptions.\ + \ Actions directed at unattended objects do not break the spell. Causing harm\ + \ indirectly is not an attack. Thus, an invisible being can open doors, talk,\ + \ eat, climb stairs, summon monsters and have them attack, cut the ropes holding\ + \ a rope bridge while enemies are on the bridge, remotely trigger traps, open\ + \ a portcullis to release attack dogs, and so forth. If the subject attacks directly,\ + \ however, it immediately becomes visible along with all its gear. Spells such\ + \ as bless that specifically affect allies but not foes are not attacks for this\ + \ purpose, even when they include foes in their area.

Invisibility\ + \ can be made permanent (on objects only) with a permanency spell.

\n" + 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.

Invisibility alarm\ + \ can be made permanent with a permanency spell by a caster of 9th level or\ + \ higher at a cost of 2,500 gp.

" + 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\u2019\ + t illuminate past its edges, but also don\u2019t reveal a telltale glow.

\n" + 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.

Anything invisible becomes visible while in the area.

\n

Editor\u2019s Note

\n
\n

Does invisibility purge work on creatures\ + \ that are naturally invisible?

\n

In general, yes\u2013nothing in the spell\ + \ description says it only works on spells or other magical sources of invisibility.\ + \ However, note that the \r\ninvisible stalker\u2019s natural invisibility specifically says that it is\ + \ not subject to invisibility purge. Thus, \r\nwill-o\u2019-wisps and \r\npixies become visible, but \r\ninvisible stalkers do not.

\n

[Source]

\n
\n
" + 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.

Those affected by this spell can see each other and + themselves as if unaffected by the spell. Any affected creature moving out of + the area becomes visible, but creatures moving into the area after the spell is + cast do not become invisible. Affected creatures (other than the recipient) who + attack negate the invisibility only for themselves. If the spell recipient attacks, + the invisibility sphere ends.

+ 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.

You must worship\ + \ a single divinity in order to cast this spell, even if you do not normally cast\ + \ divine spells. If you perform an action that blatantly violates your deity\u2019\ + s precepts while under this spell\u2019s effects, invoke deity immediately ends\ + \ and you are stunned for a number of rounds equal to your Hit Dice.

Invoke deity has the same alignment descriptors ([chaotic], [evil], [good], or [lawful]) as your deity\u2019\ + s alignment. If an ability duplicates a spell, it functions as that spell heightened\ + \ to a level equal to your invoke deity spell.

    \n
  • Air: You become\ + \ wispy and translucent. You gain a fly speed of 60 feet with perfect maneuverability,\ + \ or you increase your current fly speed by 30 feet\u2014whichever results in\ + \ a faster speed. While flying, you gain a +1 dodge bonus to your AC.
  • \n
  • Animal: Your form becomes bestial\ + \ with animalistic features. You gain low-light vision, scent, a +6 natural armor bonus, and a bite attack that deals damage as normal for a\ + \ creature of your size. If you already have a bite attack, the damage increases\ + \ as if you increased one size category. You can use speak with animals\ + \ at will.
  • \n
  • Artifice: Parts of your body are replaced by pistons\ + \ and gears. You can be affected by spells that specifically affect constructs (such as make whole). You are immune to bleed, disease, and poison effects, and you gain a +4 bonus on saving throws against death effects,\ + \ mind-affecting effects, and necromancy effects.
  • \n
  • Chaos: Your flesh churns and swirls\ + \ chaotically. You are immune to additional damage from critical hits and precision\ + \ damage (such as sneak attack damage), and weapons you wield count as chaotic for the purpose\ + \ of overcoming damage reduction.
  • \n
  • Charm: You become overwhelmingly attractive\ + \ and persuasive. You gain a +6 enhancement bonus to Charisma.
  • \n
  • Community: Your voice echoes with the sound of\ + \ multitudes. Select a number of creatures within 30 feet equal to your level\ + \ divided by three\u2014you gain the effects of status and telepathic bond with those creatures.
  • \n
  • Darkness: Your eyes\ + \ become solid black orbs. You become immune to blindness and can see perfectly\ + \ in darkness of any kind, even that created by a deeper darkness spell.
  • \n
  • Death: Your flesh becomes pallid.\ + \ You are healed by both positive and negative energy, are immune to energy\ + \ drain and death effects, and automatically stabilize when reduced below 0 hit points.
  • \n
  • Destruction: The air around you crackles. You\ + \ gain a +2 bonus on damage rolls with two-handed melee weapons. Spells you cast\ + \ that cause hit point damage have their save DCs (if any) increased by 1. You\ + \ gain a +4 bonus on Strength checks to break objects, and you ignore the first 5 points of hardness\ + \ any object has when you attack it with a melee weapon.
  • \n
  • Earth:\ + \ Your flesh becomes stony. You gain DR 10/bludgeoning and are immune to petrification effects.
  • \n
  • Evil:\ + \ Your appearance becomes corrupted and fiendish. You automatically confirm critical\ + \ hits, and weapons you wield count as evil for the purpose of overcoming damage reduction.
  • \n
  • Fire: Your hair ignites into flames. You\ + \ are immune to fire. As a standard action once per minute, you can fire a ray of flame, as per scorching\ + \ ray (limit one ray).
  • \n
  • Glory: Your countenance becomes stern\ + \ and implacable, and your wrath devastates the undead. You gain the benefits of heroism and protection from evil, and your first successful attack each round against\ + \ an undead target deals an additional 1d6 points of positive energy damage.
  • \n\ +
  • Good: Your appearance becomes pristine and angelic. You are immune\ + \ to fear and compulsion effects, and weapons you wield count as good for the purpose of\ + \ overcoming damage reduction.
  • \n
  • Healing: Your appearance becomes hale\ + \ and hearty. You gain fast healing 3, and your spells and class features that restore hit points\ + \ each restore an additional 1d8 hit points.
  • \n
  • Knowledge: You are surrounded by the sound of\ + \ numerous turning pages. You gain a +6 enhancement bonus to Intelligence.
  • \n
  • Law: A haze of mathematical symbols hovers\ + \ around you. You are immune to hostile transmutation effects and all confusion effects, and weapons you wield count as lawful for the purpose\ + \ of overcoming damage reduction.
  • \n
  • Liberation: Your form becomes lithe and\ + \ flexible. You gain a +6 enhancement bonus to Dexterity.
  • \n
  • Luck: The faint sound of tinkling bells plays\ + \ around you. You gain a +1 luck bonus to your Armor Class and on attack rolls, ability checks, saving throws, and skill checks. As an immediate\ + \ action, you can force a single creature within 10 feet to reroll a single\ + \ d20 it just rolled\u2014you must use this ability before the results of the\ + \ d20 roll are known. Each time you use this ability, the remaining duration of\ + \ invoke deity decreases by 10 minutes, and you can\u2019t use this ability if\ + \ you have less than 10 minutes remaining of the spell\u2019s duration.
  • \n\ +
  • Madness: Your voice takes on an eerie, grating quality. As a standard\ + \ action, you can inflict madness on a creature within 30 feet; that creature\ + \ must succeed at a Will save or become confused for 1d4 rounds. You cannot target a creature more than once a minute\ + \ with this effect.
  • \n
  • Magic: You shimmer with magical power. You gain\ + \ spell resistance equal to 11 + your caster level against hostile spells.
  • \n
  • Nobility: Your voice\ + \ becomes resonant and imperious. As a move action, you can issue one order to a single creature within 30 feet.\ + \ This effect functions as if you had cast the spell command.
  • \n
  • Plant:\ + \ Your appearance becomes plantlike, with leafy hair and green skin. You become\ + \ immune to paralysis, poison, polymorph effects, sleep effects, and stunning.
  • \n
  • Protection: An aura of protective\ + \ energy surrounds you. Select three of the following spells: delay poison,\ + \ false life, mage armor, protection from chaos, protection from evil, protection from good, protection from law, resist energy, shield, or shield of faith; you gain the protective benefits of those spells.
  • \n\ +
  • Repose: Your eyes become pure, bleak white. You gain a +6 enhancement bonus to Wisdom.
  • \n
  • Rune: Your skin is marked with runic tattoos. Your\ + \ presence does not trigger the effects of glyphs of warding, symbol spells, and\ + \ similar effects unless you choose to, and you are immune to their harmful effects.\ + \ You can use read magic at will and can resolve the effects of scrolls using your own caster level rather than the scroll\u2019s caster level.
  • \n
  • Scalykind: Your flesh becomes squamous, and\ + \ your mouth grows venomous fangs. You gain a bite attack that deals damage as\ + \ normal for a creature of your size; if you already have a bite attack, the damage\ + \ increases as if you had increased one size category. Each creature you bite\ + \ must succeed at a Fortitude save or become sickened for 1d4 rounds (or if already sickened, staggered for 1 round); this is a poison effect.
  • \n
  • Strength: Your body visibly ripples with\ + \ muscle. You gain a +6 enhancement bonus to Strength.
  • \n
  • Sun: Your form blazes with solar light. You are\ + \ immune to blindness, the dazzled condition, and all effects generated by powerful light (such as searing light, sunray, or the blinding light of a shining child), and you radiate light as the daylight spell. Creatures that are harmed or hindered by sunlight take a\ + \ \u20132 penalty on attack rolls against you, and you gain a +2 bonus on saving throws against\ + \ effects originating from such creatures.
  • \n
  • Travel: Faint afterimages\ + \ trail behind you when you move. You gain a +6 enhancement bonus to Constitution.
  • \n
  • Trickery: Your appearance changes as you desire\ + \ (as veil, except affecting only yourself). Changing your appearance is a swift action.\ + \ You gain a +4 bonus on Bluff,\ + \ Disguise, Sleight of Hand, and Stealth checks.
  • \n\ +
  • Void: Your clothes and hair seem to float about you, as if you were\ + \ adrift in a weightless environment. You are immune to cold damage and no longer\ + \ need to breathe. You can exist comfortably in the depths of outer space.
  • \n\ +
  • War: You are surrounded by the sounds of battle. You gain a +2 insight\ + \ bonus on attack rolls with your deity\u2019s favored weapon and deal an additional\ + \ 1d6 points of damage with your deity\u2019s favored weapon each time you hit\ + \ a foe. You can use your deity\u2019s favored weapon as a divine focus or holy symbol.
  • \n
  • Water: You gain gills, webbed fingers, and\ + \ other ichthyic features. You gain a swim speed of 40 feet, can breathe water,\ + \ and ignore the usual penalties on weapon attack and damage rolls from fighting\ + \ underwater.
  • \n
  • Weather: Your hair and clothing are constantly\ + \ wind-tossed, and you crackle with electricity. You do not take penalties or\ + \ damage or suffer from reduced visibility or other effects due to natural weather.\ + \ You are immune to electricity damage, and your call lightning and call lightning storm spells and effects always function as though called\ + \ outdoors in stormy weather.
  • \n
" + 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.

In\ + \ addition to the normal effects you gain upon assuming the wild shape, you also gain a +4 size bonus to your Constitution score and increase the natural armor bonus granted by the effect by 2 (thus, if you assume the size\ + \ of a Large animal as if via beast shape II, your natural armor bonus is +6 instead of +4). Furthermore, you gain one of the\ + \ following additional abilities while you are in your enhanced wild shape form. At caster level 13th, you gain two of the following abilities, and at caster level 17th, you gain\ + \ three of the abilities.

Cold Resistance: Your new body is covered\ + \ with thick layers of fur and insulating blubber. You gain cold resistance 30.

Ferocity: You remain conscious and can continue\ + \ to fight even if your hit point total is below 0. You are still staggered and lose 1 hit point each round, and still die when your hit point\ + \ total reaches a negative amount equal to your Constitution score.

Giant Slayer: Your new form is particularly\ + \ suited for slaying giants. Against creatures with the giant subtype, you gain a +2 insight bonus on attack rolls and on damage rolls with your new form\u2019s natural attacks.

Powerful Charge: Choose one of the natural attacks you gain from your new form. When you make a charge attack,\ + \ this natural attack deals 2d6 additional points of damage in addition to the normal\ + \ benefits and hazards of a charge. This damage applies only to the first attack\ + \ you make when you perform your charge.

Rend: Once per round, if you hit the same target with\ + \ two or more natural attacks in a round, you rend the target of those attacks, dealing 2d6 additional points of damage.

Swift:\ + \ Your new form\u2019s base speed increases by 20 feet.

Trample:\ + \ As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than you.\ + \ This works just like the overrun combat maneuver, but you do not need to attempt a check; you merely have\ + \ to move over your opponents. Targets take damage equal to 2d6 plus 1-1/2 times\ + \ your Strength modifier from your trample, and can make attacks of opportunity against you, but at a -4 penalty. If a targets forgoes\ + \ an attack of opportunity, it can attempt a Reflex save to avoid the trample and take half damage. The save DC against this effect is equal to\ + \ 10 + half your caster\ + \ level + your Strength modifier. You can deal only trampling damage to each target once\ + \ per round, no matter how many times your movement takes you over a target creature.

Trip:\ + \ Choose one of the natural attacks granted to you by your new form. Up to once per round, you\ + \ can attempt to trip an opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt\ + \ fails, you are not tripped in return.

" + 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.

You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have\ + \ an arcane spell failure chance of 35% and a -6 armor check penalty, just as\ + \ if you were clad in full plate armor. You cannot drink (and thus can\u2019t\ + \ use potions) or\ + \ play wind instruments.

Your unarmed attack deals damage equal to a club\ + \ sized for you (1d4 for Small characters or 1d6 for Medium characters), and you\ + \ are considered armed when making unarmed attacks.

Your weight increases\ + \ by a factor of 10, causing you to sink in water like a stone. However, you could\ + \ survive the lack of air at the bottom of the ocean\u2013at least until the spell\ + \ duration expires.

" + 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.

If\ + \ you succeed at a ranged touch attack, the target\u2019s skeleton or exoskeleton turns into jagged\ + \ shards of cold iron. Whenever the target moves, it takes 1d6 points of piercing damage\ + \ and is sickened for 1 round as metal spines stab into its flesh. This damage is\ + \ subject to damage reduction, but it overcomes damage reduction as though it were a weapon of cold iron and magic. A creature affected by this spell can choose to remain\ + \ motionless to avoid taking damage. Creatures with DR/cold iron or DR/cold iron and magic affected by this spell are nauseated instead of sickened. This spell has no effect on a creature that has neither a skeleton\ + \ nor a hard carapace.

" + 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).

Additionally, if a creature\ + \ with DR/cold iron takes damage from this spell, it is sickened for 1 round and must attempt a Fortitude save. If it fails, for a number of rounds equal to your caster level, it must succeed\ + \ at a concentration\ + \ check (in addition to any normally required concentration checks) to use any spells or spell-like abilities it has\u2014the DC of this check is equal to 15 + twice\ + \ the spell\u2019s level. If the creature fails this concentration check, its spell is wasted.

" + 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.

You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0).

This enhancement bonus increases by 1 for every 4 caster levels above 4th, to\ + \ a maximum of +7 at 15th level.

While you\u2019re under the effects of\ + \ this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect),\ + \ you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this\ + \ way is not an action, but you must be conscious and aware of the attack to do\ + \ so.

Note*: The math is incorrect in the spell description, and\ + \ should cap at 16th level. Though there\u2019s been some dialogue about whether\ + \ the prior change to 16th level or if the bonus is to iterate at \u201Cevery\ + \ 4 caster levels above 3rd\u201D (like admonishing ray, scorching ray, etc), no update from Paizo has been provided.

" + 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.

Further, + if you make only half as much ironwood as the spell would normally allow, + any weapon, shield, or suit of armor so created is treated as a magic item with + a +1 enhancement bonus.

+ 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.

\n\n\nCaster Level\n\ + Radiation Level\n\n\n\n\n6th or lower\nLow\n\n\n7th\u20139th\nMedium\n\n\n10th\u201316th\nHigh\n\n\n17th or higher\nSevere\n\n\n\ + " + 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.

Arms:\ + \ The creature counts as one size category smaller for the purpose of determining\ + \ the size of weapon it can wield. If the creature is capable of making natural attacks with its arms, the damage dealt by those attacks decreases\ + \ as though the target were one size category smaller than its actual size.

Legs: The creature\u2019s base speed decreases\ + \ by 10 feet (to a minimum of 5 feet) and its Strength score counts as 4 lower for the purpose of determining its carrying\ + \ capacity.

Wings: The creature\u2019\ + s fly speed decreases by 10 feet (to a minimum of 5 feet), the damage dealt by\ + \ any wing attacks decreases as though the target were one size category smaller\ + \ than its actual size, and its fly maneuverability decreases by a step (to a\ + \ minimum of clumsy).

" + 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.

Any creature with an attitude of indifferent + or worse toward the target, and any creature that wishes the target harm, can + see the target normally. The target can see and hear himself, can cast spells + with verbal components, + and can use command words normally, but any effect that requires allies to see + or hear the target does not function. An ally that can see invisible + creatures can both see and hear the target of isolate.

If the target + succeeds at its save, the duration of the spell is reduced to 1 round.

' + 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.

First, you are able to transport + only willing creatures.

Second, the spell can transport you and any other + willing targets only to an Elemental + Planes, the Astral + Plane, or the Material + Plane.

+ 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\u2019t 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.

\n

Destruction: Red\ + \ light erupts from the caster. Enemies in the area take 4d8 points of damage\ + \ and become shaken for 1d4 rounds. A successful Will saving throw halves the damage and negates the shaken effect.

\n

Healing: Green light erupts from the caster.\ + \ Allies in the area regain a number of hit points equal to 1d8 + the caster\u2019s Wisdom modifier.

\n

Justice: Blue light erupts from the caster,\ + \ revealing hidden and invisible creatures to all. The light outlines such creatures for 1 round\ + \ per caster level,\ + \ imposing a \u201320 penalty on Stealth checks on those creatures.

\n

Piercing: Violet light\ + \ erupts from the caster, reducing the spell resistance of enemies within the burst by 5 for 1 round per caster level.

\n

Protection:\ + \ Amber light erupts from the caster, granting allies in the burst a +2 sacred\ + \ bonus to AC and CMD, and a +4 bonus to AC against critical confirmation attack rolls for 1 round per caster level.

\n

Purity: White light erupts from the caster,\ + \ allowing each ally within the burst to attempt a saving throw against a single\ + \ effect that allows a saving throw with a +2 sacred bonus on the roll.

\n

Resiliency: Golden light erupts\ + \ from the caster, granting allies within the burst DR 3/magic or the alignment\ + \ your judgment allows for 1 round per caster level.

\n

Resistance: Copper light erupts from the caster,\ + \ granting allies within the burst resistance 5 against the energy the judgment\ + \ protects the inquisitor against when she casts this spell for 1 round per caster level.

\n

Smiting: Silver light erupts from the caster,\ + \ making allies\u2019 weapons within the burst count as magic, the alignment\ + \ her weapon is, and adamantine for purposes of overcoming damage reduction for 1 round per caster level.

\n
" + 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.

In\ + \ addition, the caster must provide a specific object that the petitioner valued\ + \ deeply in its mortal life as a focus for the spell.

This is different\ + \ for every petitioner and usually requires research to discover, although those who\ + \ knew the petitioner well in life can often identify the item easily. At the\ + \ completion of the spell\u2019s casting, the petitioner returns to the mortal\ + \ form it had as a young adult, with all of its memories and class levels (or\ + \ equivalent statistics) intact.

The casting of judgment undone is not without\ + \ risk. The servants vigilantly watch for perversions of the order of fate and\ + \ death, though it can take time for them to pinpoint disruptions when they occur.\ + \ After 1d6+5 minutes from the beginning of this spell\u2019s 10-minute casting time, an olethros appears within 50 feet of the caster; this psychopomp demands the caster cease casting the spell immediately and attacks\ + \ if its request is ignored. The psychopomp never attempts to harm the petitioner unless judgment undone has already been successfully cast by the\ + \ time the psychopomp arrives, in which case it attempts to eliminate the returned\ + \ mortal as well. If the caster and returned mortal are no longer present, the\ + \ olethros does what she can to track both down and exact judgment\u2014how successful\ + \ she may be depends on the GM\u2019s discretion.

The caster of judgment\ + \ undone can pause the spell\u2019s casting for up to 1 minute without causing\ + \ the spell to fail. During this time, the caster does not need to concentrate\ + \ on judgment undone and can act normally and cast other spells without disrupting\ + \ the spell, but if she does not begin casting again before this 1-minute window\ + \ elapses, the spell fails.

It is possible to cast judgment undone without\ + \ incurring the wrath of a psychopomp, but doing so requires the caster to first visit Purgatory and\ + \ seek out a powerful agent to gain permission to restore the petitioner to its mortal life.

The details and difficulty of this task\ + \ are subject to the GM\u2019s discretion, but at the very least should involve\ + \ a significant expenditure of time and resources. The granting of permission\ + \ to cast judgment undone is an excellent reward for a quest given to a party\ + \ of adventurers from a powerful psychopomp. If the PCs exceed expectations in fulfilling this quest, it\u2019\ + s not unheard of for the psychopomp to not only grant permission for the spell\u2019\ + s casting, but to also provide the diamonds needed for the spell\u2019s material\ + \ component, information about the required focus, or even both.

" + 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\u2019\ + t 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.

As\ + \ a full-round action, you may focus on a single animal that you can sense with\ + \ this spell to establish a mental link.

You can read the animal\u2019s surface thoughts as detect thoughts, and can see, hear, and smell what the animal is experiencing using your own Perception skill. If you target another creature\u2019s animal companion, the spell ends if the animal succeeds at a Will save. Using this ability reduces the spell\u2019s remaining duration\ + \ to 1 round/level, and the selected animal is treated as the scrying sensor.

Despite the name, jungle mind functions within any\ + \ terrain.

" + 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.

Multiple\ + \ effects that increase a weapon\u2019s threat range (such as the keen special\ + \ weapon property and the Improved Critical feat) don\u2019t stack. You can\u2019t cast this spell\ + \ on a natural weapon, such as a claw.

" + 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.

The subjects suffer no fatigue and gain all the usual benefits of a full night\u2019s rest.

The\ + \ subjects gain hit points as though from resting, wizards may prepare their spells as though they had slept for 8 hours, and\ + \ so on. Effects that rely on actual sleep or dreaming are ineffective, though\ + \ the subjects are still susceptible to effects that would put them to sleep,\ + \ such as sleep or deep slumber. Any vigorous activity, including fighting, immediately ends\ + \ the effect, and the affected creatures must either have the spell cast on them\ + \ again or sleep for the remaining hours to avoid fatigue and gain the benefits of a full night\u2019s rest.

" + 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 \u201Cuse keif or refined\ + \ keif.\u201D

Note: \u201CKeif\u201D is\ + \ another word for a cannabis-like drug.

\n" + 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\u2019s 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\u2019\ + s 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.

    + +
  • Living Creature: A living creature gains a 20-foot increase to his + base land speed and a +2 insight + bonus on all Charisma-based + skill checks. In addition, the creature gains fast + healing 2. Fire, acid, and negative energy cause this fast + healing to stop functioning on the round following the attack.
  • + +
  • Undead Creature: An undead + creature targeted by this spell is staggered + for the duration of this spell. It does not gain the benefits of any channel + resistance it might normally enjoy, and the save DCs for any of its special + attacks (but not spell-like + abilities or spells) are reduced by 2.
  • + +
' + 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.

The target takes a \u201310 penalty on\ + \ Swim checks and automatically\ + \ sinks 15 feet per round when in any body of liquid. The creature does not sink\ + \ if standing upon a solid surface capable of supporting its weight, even if it\ + \ is submerged.

" + 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: ' + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Lock QualityDC
Simple20
Average25
Good30
Amazing40

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\ + \ \u201Cnorth\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.

Creatures\ + \ with the cold subtype that start their turns in the area take an amount of fire damage\ + \ equal to 1d4 points + 1 point per 2 caster levels (maximum 1d4+5) with no saving\ + \ throw.

Each time an evil dragon, fey, or giant takes damage from the spell, it must succeed at a Will saving throw or become shaken for 1 round. Creatures attempting to cast a cold spell in the area\ + \ must succeed at a Will save or the spell fails. Succeeding at one such save to cast a spell\ + \ allows a creature to continue casting cold spells in the area for the spell\u2019\ + s remainder.

" + 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 \u201C\ + bomb 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.

When you throw a bomb and hit a direct target,\ + \ it affects up to four creatures\u2014the creature the bomb hit directly, and\ + \ up to three other creatures damaged by the splash (alchemist\u2019s choice). Those creatures must succeed at a Will saving throw or become fatigued.

" + 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.

If the poison is neutralized or otherwise cured prior to the end of its onset time,\ + \ it is rendered harmless. Failing saves against multiple doses of languid\ + \ venom have the normal cumulative effect for poisons.

Languid venom\ + \ is difficult to detect or identify. Detect poison and similar effects detect languid venom only with a\ + \ successful caster\ + \ level check against a DC equal to 11 + 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. If a poison is affected by an additional effect\ + \ that requires a caster level check to detect the poison or increases the DC to identify it\u2014\ + such as obscure poison\u2014those effects don\u2019t stack. Use only the caster level check with\ + \ the higher DC and increase the DC of the check to identify the poison by the\ + \ higher of the two.

If cast upon a venomous creature, languid venom\ + \ delays the onset of that creature\u2019s poison when the creature next delivers its natural poison.

" + 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.

Each time you inflict a negative level with this spell, you gain 5 temporary hit points that persist for 1 hour. A creature that succeeds at\ + \ the saving throw against your claw\u2019s negative level is immune to further negative levels inflicted from this casting of lash of the astradaemon\ + \ but not to the claw\u2019s damage. The claw does not interfere with your ability\ + \ to cast spells or perform other actions that require hands. You can use your\ + \ claw attack up to 1 time per 2 caster levels. Your claw reverts to a normal\ + \ hand once you\u2019ve delivered all of your potential attacks or after 24 hours\ + \ (whichever comes first).

" + 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.

Additionally, + for the duration of the spell you can make Knowledge + (geography) checks regarding the affected area as though you were trained in that + skill.

+ 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.

\n\n\nTiny Weapon Damage\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n1d4\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n
Table: Weapon Damage Size Conversion
Small Weapon DamageMedium Weapon DamageLarge Weapon\ + \ DamageHuge Weapon Damage
\u201411d21d31d4
11d21d31d41d6
1d21d31d61d8
1d31d41d61d82d6
1d41d61d82d63d6
1d61d81d102d83d8
1d81d101d123d64d6
1d41d62d42d63d6
1d81d102d63d64d6
1d102d62d83d84d8
2d62d82d104d86d8
" + 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\u2019\ + t 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\u2019t 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).

During the casting, you cannot engage\ + \ in other than routine activities: eating, sleeping, and so forth. When completed,\ + \ the divination brings legends (if any) about the person, place, or things to\ + \ your mind. These may be legends that are still current, legends that have been\ + \ forgotten, or even information that has never been generally known. If the person,\ + \ place, or thing is not of legendary importance, you gain no information. As\ + \ a rule of thumb, characters who are 11th level and higher are \u201Clegendary,\u201D\ + \ as are the sorts of creatures they contend with, the major magic items they\ + \ wield, and the places where they perform their key deeds.

" + 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\u2019\ + s 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).

If insufficient\ + \ room is available to accommodate the creature\u2019s growth, it attains the\ + \ maximum possible size and can attempt a Strength check (using its increased Strength score) to burst any enclosures in the process. If it fails, it is\ + \ constrained without harm by the materials enclosing it. The spell cannot crush\ + \ a creature by enclosing it.

" + 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.

These creatures are similar to leshys, + except they are Tiny and far more simpleminded. the swarm + uses the statistics for a rat + swarm, except it does not carry a disease + or have scent. + the leshy swarm has darkvision + with a range of 60 feet and is immune to electricity, mind-affecting + effects, paralysis, + poison, + polymorph, + sleep + effects, sonic, and stunning.

You can direct the leshy swarm to move up + to its speed along a path for your choice by spending a standard + action to communicate your desires through the spell, or by spending a move action + if you can speak to creatures that understand only Druidic and Sylvan. the leshys + are confused + by their sudden possession of new bodies and assume that nearly any creature you + direct them toward is a threat. They attack all creatures within their area except + for you and other creatures with the plant + type.

+ 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).

A levitating + creature that attacks with a melee or ranged weapon finds itself increasingly + unstable; the first attack has a -1 penalty on attack rolls, the second -2, and + so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature + to begin again at -1.

+ 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\u2019s area.

However, doing so blights\ + \ the land around you in a spread with a radius of 5 feet per caster level you have (to a maximum of 60 feet at 12th level). All vegetation\ + \ in that area immediately withers and dies. Plant creatures aren\u2019t affected.

The blast starts from your palm\ + \ and is able to travel through solid objects and obstacles.

" + 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.

Life bubble does not + provide protection from negative or positive energy (such as found on the Negative + and Positive Energy planes), the ability to see in conditions of poor visibility + (such as in smoke or fog), nor the ability to move or act normally in conditions + that impede movement (such as underwater).

When you cast this spell it has + a total duration of 2 hours per caster + level. You can divide this duration up in any manner you wish, not necessarily + equally, between up to 1 creature per caster + level.

+ 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\u2019s 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.

The pact can be triggered\ + \ once per round. It\u2019s not triggered by death effects or effects that do\ + \ not deal hit point damage.

" + 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.

The target moves by Stealth whenever possible, and lies and deceives others instinctively to\ + \ further its personal agenda. In addition, when the target is conscious, it must\ + \ succeed at a Will save against the spell\u2019s save DC each hour (or each round during\ + \ combat or a similarly stressful situation) or behave as if affected by a crime wave\ + \ spell for 1 round.

Life of crime is particularly difficult to remove.\ + \ Only a remove curse with a higher caster level than life of crime\u2019s caster level, or a limited wish, wish, or miracle can remove its effects.

" + 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.

You can only have one light spell active at any + one time. If you cast this spell while another casting is still in effect, the + previous casting is dispelled. If you make this spell permanent (through permanency + or a similar effect), it does not count against this limit. Light can be + used to counter or dispel any darkness spell of equal or lower spell level.

+ 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\u2019s 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.

\n" + 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.

You can instead cast lightfingers to attempt a single\ + \ disarm\ + \ or steal\ + \ combat maneuver, using your caster level instead of your base attack bonus, and using your Charisma, Intelligence, or Wisdom modifier, whichever is highest, instead of your Strength modifier. This disarm or steal attempt does not provoke attacks of opportunity and cannot be affected by feats or other means of\ + \ altering a combat maneuver\u2019s effects. This use of the spell is immediately obvious.

" + 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.

The lightning\ + \ bolt sets fire to combustibles and damages objects in its path. It can melt\ + \ metals with a low melting point, such as lead, gold, copper, silver, or bronze.\ + \ If the damage caused to an interposing barrier shatters or breaks through it,\ + \ the bolt may continue beyond the barrier if the spell\u2019s range permits;\ + \ otherwise, it stops at the barrier just as any other spell effect does.

" + 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.

For\ + \ the duration, you absorb all electricity damage dealt to you until you have\ + \ stored a total of 18 points of damage. Any excess damage affects you as normally.\ + \ The energy remains stored until it is expended or the spell expires.

If\ + \ you have at least 6 points of damage stored, you can expend all the energy stored\ + \ in you as a swift action, charging your hand or a metal weapon in your hand. As a standard action while your hand is charged, you can make a melee touch attack\ + \ that doesn\u2019t provoke attacks of opportunity, or you can shoot the energy as a ray with a range\ + \ of 30 feet. If the attack hits, you deal 1d6 points of electricity damage for\ + \ every 6 points stored and the energy is expended (any remaining points are wasted).\ + \ A weapon charged with this energy deals the damage as extra damage the first\ + \ time you score a hit with the weapon. If your hand or weapon is still charged\ + \ at the end of your turn, or if the charged weapon leaves your hand before the\ + \ end of the turn, the energy dissipates harmlessly.

Once you have spent\ + \ the absorbed energy, or if the absorbed energy dissipates, you can absorb more\ + \ electricity damage. The maximum amount of damage you can store in your body\ + \ at a time increases by 6 points for every 2 levels beyond 5th (to a maximum\ + \ of 60 points of damage at 19th level).

If you are immune to electricity\ + \ or have any amount of electricity resistance, you cannot absorb or expend energy with this spell.

" + 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 \u201C\ + bomb 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.

When you throw a bomb and hit a direct target, lashes\ + \ of electrical energy are released from the bomb, coalescing on the bomb\u2019\ + s direct target and up to three creatures that take damage from the bomb\u2019\ + s splash (alchemist\u2019s choice). Those affected by the electricity must succeed\ + \ at a Reflex\ + \ saving throw or take 1d6 points of electrical damage each time they take a move\ + \ action to move more than 5 feet for the duration of the effect. This effect\ + \ does not ignore spell resistance.

" + 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.

If a creature fails an Acrobatics check, or if a creature that\u2019s larger than you attempts to\ + \ follow, it falls through, damaging the plants. Each time a creature falls through,\ + \ all subsequent creatures take a cumulative -5 penalty on their Acrobatics checks when traveling across that particular stretch of plants.\ + \ As you move, the lily pads disappear behind you once you pass beyond the spell\u2019\ + s range. Otherwise, they remain until the spell\u2019s duration expires.

" + 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.

    + +
  • Duplicate any sorcerer/wizard + spell of 6th level or lower, provided the spell does not belong to one of your + opposition schools.
  • + +
  • Duplicate any non-sorcerer/wizard + spell of 5th level or lower, provided the spell does not belong to one of your + opposition schools.
  • + +
  • Duplicate any sorcerer/wizard + spell of 5th level or lower, even if it belongs to one of your opposition schools.
  • + +
  • Duplicate any non-sorcerer/wizard + spell of 4th level or lower, even if it belongs to one of your opposition schools.
  • + +
  • Undo the harmful effects of many spells, such as insanity.
  • + +
  • Produce any other effect whose power level is in line with the above effects, + such as a single creature automatically hitting on its next attack or taking a + -7 penalty on its next saving throw.
  • + +

A duplicated spell allows saving throws and spell + resistance as normal, but the save DC is for a 7th-level spell. When a limited + wish spell duplicates a spell with a material component that costs more than + 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond + component for this spell).

' + 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\u2019s neck, leaving everything except his head paralyzed until you\ + \ let go of the whip or it is destroyed.

You must make a ranged touch\ + \ attack with this spell. If you strike your target, he takes a 1d6 penalty\ + \ to his Strength, Dexterity, and Constitution each round. This penalty cannot reduce any attribute to less\ + \ than 1, and once any of these attributes reaches 1 the target collapses and\ + \ his body, except his head, becomes paralyzed. While paralyzed in this way, the target retains full use of his senses, including\ + \ the ability to feel pain, and can speak (including casting spells with only\ + \ verbal components). The whip has a maximum length of 20 feet, 15 hit points, and a hardness of 5. The spell ends immediately if you let go of the whip or it is destroyed. When the spell ends, all penalties the target took\ + \ from this spell also end.

\n

FAQ \n

\n\ +

How does this spell work?

\n

Limp lash suffers a bit from\ + \ using game terms as general descriptive text. Here are some clarifications.

\n\ +

1. You strike the target with the whip, he start taking ability penalties, is he paralyzed or hindered in any other way?

\n

He is not paralyzed\ + \ until the ability penalty reduces the victim\u2019s effective Strength, Dexterity, or Constitution to 1 (the minimum to which this spell can adjust a score). Once\ + \ one of these 3 scores is reduced to 1, the victim becomes paralyzed\u2014he is not paralyzed before this point.

\n

2. The whip has a maximum range of\ + \ 20 ft. If the target is not paralyzed or otherwise prevented from moving, what happens when he moves\ + \ out of the 20 ft range? The spell dissipates or\u2026?

\n

If the target\ + \ moves out of range, the spell ends. (This is similar to what happens if you\ + \ let go of the whip.) This does mean it\u2019s relatively easy for a victim to escape from\ + \ the spell\u2014that is by design, since otherwise the fact that there\u2019\ + s no save to resist the penalties is pretty powerful.

\n

3. Can you take\ + \ any actions while holding the whip?

\n

You can take any action you\ + \ want, but if any action requires you to release your hold on the whip, the limp lash spell immediately ends.

\n

4. What happens\ + \ if some effect attempts to displace the whip (e.g. wall of stone between you and the target), or some effect moves the target\ + \ away (e.g. bull rush)?

\n

The spell effect ends if something moves the target\ + \ out of range or completely breaks the line of effect between you and the target.

\n\ +

[source]

\n\ +
" + 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.

The thread created by lipstitch can be burst\ + \ with a DC 20 Strength check as a standard action or can be sliced open with a piercing or slashing weapon\ + \ (wielded by the target or an ally) as a full-round action. Cutting the thread provokes attacks of opportunity, while making a Strength check does not. Either option causes 1d6 points of damage and 1\ + \ point of bleed damage. The target has a 20% chance of failing to cast spells with\ + \ verbal components\ + \ until the bleeding is stopped. The effects of multiple castings of this spell\ + \ do not stack. Optionally, the thread can be removed more carefully over the\ + \ course of a minute with a DC 20 Heal check. If the check fails, the target takes damage and bleeds as described\ + \ above. If the check succeeds, the stitches are removed with no harm. Creatures\ + \ with no mouths are unaffected by lipstitch. Creatures with multiple mouths\ + \ lose the use of only one mouth per casting\u2014the particular mouth is chosen\ + \ by the caster.

" + 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.

Any spell or effect that would disperse\ + \ or dilute an object affected by liquefy forces the object to attempt a Fortitude save\ + \ (using the effect\u2019s DC, or DC 15 for effects with no saving throws of their\ + \ own, such as pouring a liquefied object into a stream). A failed save causes\ + \ the object to gain the broken condition. If the item is already broken, it is instead destroyed on a failed save. Liquefy has no effect on\ + \ artifacts, constructs, or intelligent magic items.

" + 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.

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: '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.

While subject to this\ + \ spell, the target cannot be the target of another spell that has the word \u201C\ + litany\u201D in the title.

" + 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.

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 [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\u2019\ + s defenses. The target cannot make attacks of opportunity or cast spells defensively.

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, 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.

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 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 \u201C\ + litany\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\u2019t 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.

If liveoak is dispelled, the tree takes root immediately wherever it happens to be. If\ + \ released by you, the tree tries to return to its original location before taking\ + \ root.

" + 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\u2019s HD.

\n

4 HD or fewer: The creature is nauseated while it can see the veil, nauseated for 1d4 rounds after it last saw the veil, then sickened for 2d4 rounds after it last saw the veil.

\n

8 HD\ + \ or fewer: The creature is nauseated for 1d4 rounds, sickened while it can see the veil, then sickened for 1d4 rounds after it last saw the veil.

\n

9 or more HD: The creature is sickened while it can see the veil.

\n

A successful saving throw\ + \ ignores all effects of the veil. Sightless creatures are not affected by loathsome\ + \ veil. Affected creatures can avert or close their eyes to avoid seeing\ + \ the veil, similar to avoiding a gaze attack.

Loathsome veil can\ + \ be made permanent with the permanency spell by a caster of 10th level\ + \ or higher for the cost of 7,500 gp.

" + 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.

The spell can locate a creature of a specific kind or a specific creature + known to you. It cannot find a creature of a certain type. To find a kind of creature, + you must have seen such a creature up close (within 30 feet) at least once.

Running + water blocks the spell. It cannot detect objects. It can be fooled by mislead, + nondetection, + and polymorph + spells.

+ 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\u2019s 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.

Locate gate can be blocked by spells like nondetection,\ + \ if the effect originates from a specific object or creature.

However,\ + \ spell effects can\u2019t likewise be warded. For example, ring gates are a specific object, but a permanent teleportation\ + \ circle is not (the surface in which it\u2019s inscribed doesn\u2019t count).

Locate\ + \ gate isn\u2019t blocked by lead, water, or other physical environmental\ + \ conditions, but it is blocked by any intervening area that is dimensionally\ + \ warded (such as by dimensional lock or forbiddance).

" + 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).

The spell + is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. + Polymorph + any object and nondetection + fool it.

+ 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\u2019s 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\u2019\ + s 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\u2019\ + s 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.

If the target creature is trained in Disable + Device, by concentrating on a lock + for 3 rounds, he can also determine the quality of the lock + (simple, average, good, or superior). This spell does not enable the target to + see hidden locks, such as those on secret doors.

+ 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\u2019s 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\u2019s 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.

Lost locale can be made permanent with permanency + at a cost of 90,000 gp.

+ 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.

Lost passage can be made permanent with permanency\ + \ at a cost of 10,000 gp.

" + 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.

If cast + on you, the next time you are in combat with that enemy, you gain the benefits + of a rage + spell. If cast on a lover, he or she gains the benefits of a rage spell the next + time the lover is in combat against your enemy. This variant of the spell must + be cast within 1 hour of an intimate encounter with the target. The rage effect + lasts 1 round per level. If the creature that triggers the rage effect is one + of your lovers or ex-lovers, the benefits granted by the rage + spell double. This spell counts as a contingency + spell on the target for the purpose of multiple contingent effects.

+ 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: "
\n

The Path of Numbers \n

\n

The Path of Numbers is a system of numerology that describes eight basic\ + \ energies. Any of these types of energy can interact at any time, producing 64\ + \ possible combinations. It is believed that those 64 combinations are sufficient\ + \ to describe the basis of every interaction in the cosmos. No matter the plane,\ + \ creature, or time in question, every event in the multiverse is based on one\ + \ of those 64 templates. In short, the Path of Numbers is a periodic table of\ + \ energetic elements.

\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).

If\ + \ you have the bardic performance class feature and the fascinate bardic performance, you can choose to use the spell\u2019s saving throw DC\ + \ or a DC equal to 10 + 1/2 your levels in the class that grants you bardic\ + \ performance + your Charisma modifier, whichever is higher. If you choose to use the latter DC,\ + \ each round of the melody costs 1 round of bardic performance and it counts as an active performance for determining\ + \ how many performances you can have active.

This spell takes a toll on\ + \ the caster. Each time you cast it, you take 1d4 points of Wisdom damage. If your campaign uses the sanity rules, you instead take 2d6 points of sanity damage.

" + 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.

Unlike\ + \ mundane armor, mage armor entails no armor check penalty, arcane spell\ + \ failure chance, or speed reduction. Since mage armor is made of force,\ + \ incorporeal creatures can\u2019t bypass it the way they do normal armor.

" + 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.

The\ + \ criteria must be something objective and observable. For example, you could\ + \ cause the mage\u2019s decree to reach only creatures of a certain race. You\ + \ can\u2019t choose recipients that rely on unobservable information, such as\ + \ creatures of a certain alignment or of a particular class.

You can\u2019t pick and choose\ + \ individual creatures to target or exclude. While the spell\u2019s range defaults\ + \ to 1 mile per caster\ + \ level, you can choose to reduce it to a smaller radius, although the spell\u2019\ + s area can\u2019t be shaped.

The nature of the spell prevents the message\ + \ it carries from having any magical power; the message can\u2019t be used to\ + \ transmit spells or abilities that are conveyed via speech. The message is transmitted\ + \ in your voice in whatever language you use to speak it, and is not automatically\ + \ translated. Any steps you take to disguise your voice are just as effective\ + \ for messages delivered via this spell as they are for your normal speech. Mage\u2019\ + s decree isn\u2019t a language-dependent spell; all targeted creatures receive the message, but\ + \ might not understand it if they don\u2019t understand the language in which\ + \ you spoke the message.

" + 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\u2019s 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.

You\ + \ also have a 1% chance per caster level of destroying an antimagic field.\ + \ If the antimagic field survives the disjunction, no items within it are disjoined.

You\ + \ can also use this spell to target a single item. The item gets a Will save at a -5\ + \ penalty to avoid being permanently destroyed. Even artifacts are subject to\ + \ mage\u2019s disjunction, though there is only a 1% chance per caster\ + \ level of actually affecting such powerful items. If successful, the artifact\u2019\ + s power unravels, and it is destroyed (with no save). If an artifact is destroyed,\ + \ you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities\ + \ cannot be recovered by mortal magic, not even miracle or wish. Destroying artifacts is a dangerous business, and it is 95% likely\ + \ to attract the attention of some powerful being who has an interest in or connection\ + \ with the device.

" + 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.

If an intruder approaches to within 5 feet of the hound, the\ + \ dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points\ + \ of piercing damage) once per round. The dog also gets the bonuses appropriate\ + \ to an invisible creature (see invisibility).

The dog is considered ready to bite intruders, so it delivers its first bite on the intruder\u2019\ + s turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.

The\ + \ spell lasts for 1 hour per caster level, but once the hound begins barking,\ + \ it lasts only 1 round per caster level. If you are ever more than 100 feet distant\ + \ from the hound, the spell ends.

" + 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.

If the recalled spell requires material components, you + must provide them. The recovered spell is not usable until the material components + are available.

+ 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.

Within the area of the spell, effects are\ + \ suppressed and creatures are affected as by antimagic field. An immobile sphere of impenetrable force surrounds the field,\ + \ equivalent in all ways to a spherical wall of force, including its immunity to dispel magic and vulnerability to a sphere of annihilation or rod of cancellation. The barrier has hardness 40 and 20 hit points per caster level, and can be damaged by both mundane attacks\ + \ and spells cast from outside the field. If the bubble of force is destroyed,\ + \ the spell\u2019s duration ends.

Spells cannot be cast within, into, or\ + \ out of the enclosure, and teleportation effects that ignore a wall of force\ + \ (such as dimension door or teleport) are thwarted by the enclosure\u2019s field of antimagic.

Mage\u2019\ + s magnificent enclosure has the same effect on summoned creatures of any type\ + \ and incorporeal undead that an antimagic field does, causing them to wink out of existence for the duration\ + \ of Mage\u2019s magnificent enclosure unless their spell resistance, if any, allows them to remain where they are within the\ + \ field.

" + 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.

You can create any floor plan you desire to the limit of the\ + \ spell\u2019s effect. The place is furnished and contains sufficient foodstuffs\ + \ to serve a nine-course banquet to a dozen people per caster level. A staff of\ + \ near-transparent servants (as many as two per caster level), liveried and obedient,\ + \ wait upon all who enter. The servants function as unseen servant\ + \ spells except that they are visible and can go anywhere in the mansion.

Since\ + \ the place can be entered only through its special portal, outside conditions\ + \ do not affect the mansion, nor do conditions inside it pass to the plane beyond.

" + 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\u2019\ + s 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.

Divination (scrying)\ + \ spells cannot perceive anything within the area, and those within are immune\ + \ to detect thoughts. The ward prevents speech between those inside and\ + \ those outside (because it blocks sound), but it does not prevent other communication,\ + \ such as a sending or message spell, or telepathic communication, such as that between a wizard\ + \ and her familiar.

The spell does not prevent creatures or objects from\ + \ moving into and out of the area.

Mage\u2019s private sanctum can\ + \ be made permanent with a permanency spell.

" + 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.

The sword always\ + \ strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell\ + \ range from you, goes out of your sight, or you are not directing it, it returns\ + \ to you and hovers.

Each round after the first, you can use a standard\ + \ action to switch the sword to a new target. If you do not, the sword continues\ + \ to attack the previous round\u2019s target.

The sword cannot be attacked\ + \ or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation\ + \ affects it. The sword\u2019s AC is 13 (10, +0 size bonus for Medium object,\ + \ +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time mage\u2019\ + s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature\ + \ for the duration of the spell.

" + 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.

If the targeted item\u2019s own aura is exceptionally\ + \ powerful (if it is an artifact, for instance), magic aura doesn\u2019\ + t work.

Note: A magic weapon, shield,\ + \ or suit of armor must be a masterwork item, so a sword of average make, for\ + \ example, looks suspicious if it has a magical aura.

\n" + 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.

This spell is not cumulative with protection from + technology and vice versa.

+ 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\u2019\ + s 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.

This\ + \ spell has an alternative version that you may choose when casting it. A magic\ + \ circle against evil can be focused inward rather than outward. When focused\ + \ inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level,\ + \ provided that you cast the spell that calls the creature within 1 round of casting\ + \ the magic circle. The creature cannot cross the circle\u2019s boundaries.\ + \ If a creature too large to fit into the spell\u2019s area is the subject of\ + \ the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle\ + \ leaves much to be desired as a trap. If the circle of powdered silver laid down\ + \ in the process of spellcasting is broken, the effect immediately ends. The trapped\ + \ creature can do nothing that disturbs the circle, directly or indirectly, but\ + \ other creatures can. If the called creature has Spell Resistance, it can test the trap once a day. If\ + \ you fail to overcome its Spell Resistance, the creature breaks free, destroying\ + \ the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through\ + \ such means. You can prevent the creature\u2019s extra-dimensional escape by\ + \ casting a dimensional anchor spell on it, but you must cast the spell before the\ + \ creature acts. If you are successful, the anchor effect lasts as long as the\ + \ magic circle does. The creature cannot reach across the magic circle,\ + \ but its ranged attacks (ranged weapons, spells, magical abilities, and the like)\ + \ can. The creature can attack any target it can reach with its ranged attacks\ + \ except for the circle itself.

You can add a special diagram (a two-dimensional\ + \ bounded figure with no gaps along its circumference, augmented with various\ + \ magical sigils) to make the magic circle more secure. Drawing the diagram\ + \ by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check\ + \ fails, the diagram is ineffective. You can take 10 when drawing the diagram\ + \ if you are under no particular time pressure to complete the task. This task\ + \ also takes 10 full minutes. If time is no factor at all, and you devote 3 hours\ + \ and 20 minutes to the task, you can take 20.

A successful diagram allows\ + \ you to cast a dimensional anchor spell on the magic circle during the round\ + \ before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level.\ + \ A creature cannot use its Spell Resistance against a magic circle prepared\ + \ with a diagram, and none of its abilities or attacks can cross the diagram.\ + \ If the creature tries a Charisma check to break free of the trap (see the lesser planar binding\ + \ spell), the DC increases by 5. The creature is immediately released if anything\ + \ disturbs the diagram \u2013 even a straw laid across it. The creature itself\ + \ cannot disturb the diagram either directly or indirectly, as noted above.

This\ + \ spell is not cumulative with protection from evil and vice versa.

" + 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\u2019s damage from nonlethal damage to lethal damage.

Magic\ + \ fang can be made permanent with a permanency spell.

\n" + 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.

While\ + \ in the magic jar, you can sense and attack any life force within 10 feet\ + \ per caster level (and on the same plane of existence). You do need line of effect\ + \ from the jar to the creatures. You cannot determine the exact creature types\ + \ or positions of these creatures. In a group of life forces, you can sense a\ + \ difference of 4 or more HD between one creature and another and can determine\ + \ whether a life force is powered by positive or negative energy. (Undead creatures\ + \ are powered by negative energy. Only sentient undead creatures have, or are,\ + \ souls.)

You could choose to take over either a stronger or a weaker creature,\ + \ but which particular stronger or weaker creature you attempt to possess is determined\ + \ randomly.

Attempting to possess a body is a full-round action. It is blocked\ + \ by protection from evil or a similar ward. You possess the body and force the\ + \ creature\u2019s soul into the magic jar unless the subject succeeds on\ + \ a Will\ + \ save. Failure to take over the host leaves your life force in the magic jar,\ + \ and the target automatically succeeds on further saving throws if you attempt\ + \ to possess its body again.

If you are successful, your life force occupies\ + \ the host body, and the host\u2019s life force is imprisoned in the magic\ + \ jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment,\ + \ and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body\ + \ with extra limbs does not allow you to make more attacks (or more advantageous\ + \ two-weapon attacks) than normal. You can\u2019t choose to activate the body\u2019\ + s extraordinary or supernatural abilities. The creature\u2019s spells and spell-like\ + \ abilities do not stay with the body.

As a standard action, you can shift\ + \ freely from a host to the magic jar if within range, sending the trapped\ + \ soul back to its body. The spell ends when you shift from the jar to your own\ + \ body.

If the host body is slain, you return to the magic jar, if\ + \ within range, and the life force of the host departs (it is dead). If the host\ + \ body is slain beyond the range of the spell, both you and the host die. Any\ + \ life force with nowhere to go is treated as slain.

If the spell ends while\ + \ you are in the magic jar, you return to your body (or die if your body\ + \ is out of range or destroyed). If the spell ends while you are in a host, you\ + \ return to your body (or die, if it is out of range of your current position),\ + \ and the soul in the magic jar returns to its body (or dies if it is out\ + \ of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host\u2019s location.

" + 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.

The missile\ + \ strikes unerringly, even if the target is in melee combat, so long as it has\ + \ less than total cover or total concealment. Specific parts of a creature can\u2019t be singled out. Objects\ + \ are not damaged by the spell.

For every two caster levels beyond 1st,\ + \ you gain an additional missile \u2013 two at 3rd level, three at 5th, four at\ + \ 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple\ + \ missiles, you can have them strike a single creature or several creatures. A\ + \ single missile can strike only one creature. You must designate targets before\ + \ you check for spell resistance or roll damage.

\n

Editor\u2019s Note

\n
\n

Can I use magic missile to destroy one or more images\ + \ from a mirror image spell?

\n

No. Magic missile\ + \ targets a creature and does not require an attack roll, so it bypasses all the images and always hits the caster.

\n\ +

[Source]

\n
\n
" + 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.

The spell + functions when specific conditions are fulfilled according to your command as + set in the spell. Commands can be as general or as detailed as desired, although + only visual and audible triggers can be used. Triggers react to what appears to + be the case. Disguises and illusions can fool them. Normal darkness does not defeat + a visual trigger, but magical darkness + or invisibility + does. Silent movement or magical silence + defeats audible triggers. Audible triggers can be keyed to general types of noises + or to a specific noise or spoken word. Actions can serve as triggers if they are + visible or audible. A magic mouth cannot distinguish alignment, level, + Hit Dice, or class except by external garb.

The range limit of a trigger + is 15 feet per caster level, so a 6th-level caster can command a magic mouth + to respond to triggers as far as 90 feet away. Regardless of range, the mouth + can respond only to visible or audible triggers and actions in line of sight or + within hearing distance.

Magic mouth can be made permanent with a + permanency + spell.

+ 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).

An outfit + of regular clothing counts as armor that grants no AC bonus for the purpose of + this spell.

+ 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.

You can\u2019t cast this spell on a natural weapon, such\ + \ as an unarmed strike (instead, see magic fang). A monk\u2019s unarmed strike is considered a weapon,\ + \ and thus it can be enhanced by this spell.

" + 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.

If the creature has immunity or resistance to any energy types, you gain resistance 20 to\ + \ those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability.

Diminutive Magical Beast:\ + \ If you assume this form, you gain a +10 size bonus to your Dexterity score and take a \u20134 penalty to your Strength score.

Huge Magical Beast:\ + \ If you assume this form, you gain a +8 size bonus to your Strength score, take a \u20134 penalty on your Dexterity score, a +2 size bonus to your Constitution score, and gain a +7 natural armor bonus.

" + 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.

Unattended metal\ + \ objects in range\u2014including weapons, armor, and anything made primarily out of metal\u2014are pulled violently\ + \ toward you, stopping just short of your space and falling harmlessly to the\ + \ ground. Objects secured to a nonmetallic fixture remain where they are unless\ + \ a forceful tug would be enough to detach them. Loose objects weighing more than\ + \ 500 pounds are not affected. If the magnetic field would cause a dangerous metal\ + \ object such as a sword or anvil to intersect a square occupied by a creature, that creature must succeed\ + \ at a Reflex\ + \ save or take damage as if from an improvised weapon of the object\u2019s size\ + \ (or smaller or larger, at the GM\u2019s discretion).

A creature in the\ + \ area wearing metal armor, wielding a metal weapon, or holding a metal object must succeed at\ + \ a Reflex\ + \ save or be dragged 5 feet closer to you in a straight line, as if affected by\ + \ the pull universal monster rule (Bestiary 303). A creature can drop a metal object\ + \ it\u2019s holding as a free action to avoid the effect if it\u2019s not wearing metal armor; a creature\ + \ being dragged by its shield can loosen it as a move action and drop it as a free action. Creatures made entirely or mostly of metal take a \u20132 penalty\ + \ on their Reflex saves. Creatures that fail their saves by 5 or more are pulled an\ + \ additional 5 feet closer for every increment of 5 by which they failed their\ + \ saves.

" + 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.

You gain a +5 bonus on Bluff checks to tell lies and Diplomacy checks to make a request. You gain a +2 bonus on Intimidate checks and use the object\u2019s size to determine whether you\ + \ gain a bonus or penalty on Intimidate checks for size.

" + 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.

\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\ + \n
Hardness and Rarity ExamplesDuration
Vegetable matter2 hr./level
Stone, crystal, base\ + \ metals1 hr./level
Precious metals20 min./level
Gems10 min./level
Rare metal*1 round/level

* Includes adamantine, alchemical silver, and mithral. You can\u2019t use major creation to create a cold iron item.

" + 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.

The image disappears when struck + by an opponent unless you cause the illusion to react appropriately.

+ 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).

Make + whole can fix destroyed magic items (at 0 hit points or less), and restores + the magic properties of the item if your caster level is at least twice that of + the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make + whole is used on a construct + creature, the spell bypasses any immunity to magic as if the spell did not allow + spell resistance.

+ + ' + 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.

A target\ + \ killed while under the effect of this spell cannot be resurrected by normal\ + \ means. Only a worshiper of a deity or demigod of your alignment can return a\ + \ soul damned by malediction to life without difficulty. Other spellcasters\ + \ must succeed at a caster level check (DC = 10 + your caster level) to restore to life a creature slain while under the effects\ + \ of malediction. Miracle or wish can return the victim of a malediction to life without requiring\ + \ a caster level\ + \ check.

A soul can also be freed by the efforts of someone bodily going\ + \ to the appropriate plane, locating the affected soul, and leading it out of\ + \ the plane, which allows it to go to its intended destination in the afterlife\ + \ and be resurrected as normal. You can end the effects of your own malediction\_\ + by casting the spell again and concentrating on a past target. Doing so only frees\ + \ the past target to go to its rightful place in death; it does not return the\ + \ target to life.

Spells such as break enchantment, dispel magic, and remove curse negate this spell if successfully cast before the target dies.

" + 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.

A soul may also be freed by the efforts of someone\ + \ bodily going to Hell, locating the affected soul, and leading it out of the\ + \ plane, which allows it to go to its intended destination in the afterlife and\ + \ be raised normally. You can end the effects of your own malediction by\ + \ casting the spell again and concentrating on a past target. Doing so frees the\ + \ past target to its rightful place in death; it does not return the target to\ + \ life.

Spells such as break enchantment, dispel magic, and remove curse negate this spell if successfully cast before the target dies.

" + 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\u2019\ + s 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\u2019\ + s 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.

Each day, the\ + \ target takes 2 points of Wisdom damage as the all-encompassing spite dominates its thoughts. The target\ + \ can only alleviate the ability damage by acting upon the emotion and performing a spiteful act.\ + \ Examples of spiteful acts are spiking the target\u2019s drink to make it an\ + \ easier target for thugs, damaging the target\u2019s property, starting foul\ + \ rumors about the target, framing the target for a crime, paying lepers or beggars\ + \ to accost the target, extorting or blackmailing the target, or arranging for\ + \ others to physically harm the target.

When the spell ends, the target\ + \ remembers the spiteful behavior, but not the motivation for it.

" + 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\u2018s 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).

If you become affected by a rage effect while this spell is active, this spell immediately ends. If your\ + \ rage effect comes from a skald\u2019s raging song, then it ends only for you, and you cannot re-accept the effects\ + \ of the song.

" + 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\u2019s 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.

Spell resistance applies against assaults from\ + \ a mantle of doubt, and immunity to fear or mind-affecting effects negates the spell\u2019s effects. If you are immune\ + \ to fear or mind-affecting effects, you can still cast mantle of doubt on yourself.

\n \n
\"\"" + 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\u2019s 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.

You keep your\ + \ Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and natural attacks (such as a bite or sting). A body with extra limbs does not\ + \ allow you to make more attacks (or more advantageous two-weapon attacks) than\ + \ normal. You can\u2019t choose to activate the body\u2019s extraordinary, spell-like, or supernatural abilities.

As a standard action, you can return to your own body, ending the spell. While\ + \ your soul is possessing the target, your body is helpless. If the host body is slain, you return to your own body if it is\ + \ within range, and the life force of the host departs (it is slain). If the host\ + \ body is slain beyond the range of the spell, both you and the host die. Any\ + \ life force with nowhere to go is treated as slain.

\n

Editor\u2019s Note

\n
\n

\_

\n

1 This spell can not\ + \ target unintelligent undead.

\n

Source

\n

2\ + \ The saving throw should be \u201Cnone.\u201D but this has not been added to\ + \ an official errata at this time.

\n

Source

\n
\n
" + 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.

Mark + of buoyancy can be made permanent with a permanency + spell cast by a caster of 11th level or higher at the cost of 7,500 gp.

+ 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.

Since this spell takes 10 minutes to cast and involves writing + on the target, you can cast it only on a creature that is willing or restrained.

Like + the effect of bestow + curse, a mark of justice cannot be dispelled, but it can be removed + with a break + enchantment, limited + wish, miracle, + remove + curse, or wish + spell. Remove + curse works only if its caster level is equal to or higher than your mark + of justice caster level. These restrictions apply regardless of whether the + mark has activated.

+ 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.

The mark can be placed on any exposed portion of + the creature, typically the head or forearm. The flesh around the handprint becomes + rough and scaly, like the hide of a lizard. + It also glows with a green radiance (shedding light as a torch) + when brought within 60 feet of you. While the handprint glows, the target takes + a -2 penalty to AC against your attacks and on saving throws to resist any spell + you cast or spell-like + ability you use.

Additionally, each day the target remains cursed, more + and more of its flesh becomes covered in reptilian scales. The target must succeed + at a Fortitude + save each day or take 1d4 points of Charisma + damage, 1 point of which is Charisma + drain instead. A creature reduced to 0 Charisma + by this effect is immediately transformed into a small, harmless cave lizard, + as the baleful + polymorph spell.

As with the effects of bestow + curse, the curse inflicted by this spell cannot be dispelled, but it can be + removed with a break + enchantment, limited + wish, miracle, + remove + curse, or wish + spell.

+ 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.

If\ + \ the save fails, the target can\u2019t follow through with the attack and the\ + \ action is lost. This spell does not prevent the targets from attacking each\ + \ other with area of effect spells or abilities.

" + 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\u2019\ + s 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.

As long as the affected creature is adjacent to you,\ + \ you can cause the creature\u2019s limbs to flail into the path of other attacks\ + \ against you as an immediate action. This provides partial cover against that attack, granting you a +2 bonus to AC and a +1 bonus on\ + \ Reflex\ + \ saves.

" + 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\u2019\ + s bargain represents true faith and true sacrifice.

You cast this spell\ + \ as an immediate action when you are subject to a spell or spell-like ability that deals hit point damage, after attack rolls and saving throws have been rolled but before the damage itself\ + \ is determined. The damage dealt by the spell and any related effects are then\ + \ delayed for you (and you only) for a number of rounds equal to your caster level.

At the\ + \ end of that time (or immediately if martyr\u2019s bargain is dispelled), the\ + \ delayed damage takes effect on you as it would have at the time it was cast,\ + \ but is maximized as if affected by the Maximize Spell metamagic feat. Spells and spell-like abilities that were already maximized gain no additional benefit\ + \ from this spell. Nothing can prevent this delayed damage from affecting you.

You\ + \ can be affected by only one martyr\u2019s bargain spell at a time. If you cast\ + \ this spell while you are already under the effects of a previous martyr\u2019\ + s bargain, the previous spell effect ends and you immediately take the damage\ + \ it had delayed.

" + 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.

Both the desired spell effect and mask dweomer\ + \ are hidden from detect magic, although more powerful spells (such as arcane\ + \ sight) pierce the deception if the caster succeeds on a Will save. Analyze dweomer automatically detects both mask dweomer and\ + \ any masked spell effects.

" + 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\u2019\ + s 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.

The mask cannot be removed for the\ + \ duration of the spell, and the fact that the target is wearing the focus mask\ + \ cannot be hidden in any way from creatures that observe the target.

" + 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.

At the start of each subsequent round, the target must succeed\ + \ at a Reflex\ + \ save or take 1d4 additional points of Strength damage; a successful save reduces the Strength damage to 1 point. If its Strength score is reduced to 0 by this spell\u2019s effects, the target dies.\ + \ If the target is in bright light, it gains a +2 bonus on Reflex saves against this spell. If the target is in darkness, it takes a\ + \ \u20132 penalty on Reflex saves against this spell.

" + 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.

If a creature succeeds at\ + \ its saving throw or has too many HD, it doesn\u2019t count against the HD the\ + \ spell can kill The wave continues to affect creatures as it rolls away from\ + \ you until you either run out of HD to affect or reach the limit of the spell\u2019\ + s area. If the spell does not kill any creatures, the unreleased necromantic energy\ + \ violently explodes in the final square of the 60-foot line, dealing 10d6 points\ + \ of damage + 1 point per caster level to any creature in that square with no saving throw. If several\ + \ creatures occupy the same square, roll randomly to determine which is 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.

The material component for the spell is magical reagents\ + \ worth the cost difference between a normal item and the equivalent masterwork\ + \ item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool).\ + \ If an object has multiple masterwork options (such as a double weapon, or a\ + \ spiked shield that could be made masterwork as a weapon or armor), you choose\ + \ one option of the object to affect (though you can cast the spell again to affect\ + \ another option).

" + 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.

Additionally, instead of selecting an ability,\ + \ you can replace one of the target\u2019s primary natural attacks with another natural attack that deals the same amount of damage, such as replacing a\ + \ Medium target\u2019s bite attack (1d6) with a gore attack (1d6). If you choose\ + \ to alter a creature\u2019s natural attacks, all attacks of the chosen type are altered. A summoner can target\ + \ his eidolon with this spell.

" + 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.

This spell doesn\u2019\ + t override the targets\u2019 normal sexual preferences or other limitations. If\ + \ romantic feelings are incompatible for this reason, the creature instead feels\ + \ an intimate platonic bond with the other.

" + 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: "
\n

The Path of Numbers \n

\n

The Path of Numbers is a system of numerology that describes eight basic\ + \ energies. Any of these types of energy can interact at any time, producing 64\ + \ possible combinations. It is believed that those 64 combinations are sufficient\ + \ to describe the basis of every interaction in the cosmos. No matter the plane,\ + \ creature, or time in question, every event in the multiverse is based on one\ + \ of those 64 templates. In short, the Path of Numbers is a periodic table of\ + \ energetic elements.

\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nEarth\n\n\n\n\n
\n\ + \ Table: Eight Basic Energies \n
d8Energy TypeMagic\ + \ Schoold20 Roll
1AirEnchantmentWill saves
2ElectricityIllusionReflex saves
3FireNecromancyAttack rolls
4SonicEvocationInitiative rolls
5AcidAbjurationFortitude saves
6WaterTransmutationCaster level checks
7ColdDivinationConcentration checks
8ConjurationCombat Maneuver Checks
\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.

On escaping or leaving the maze, the subject reappears where\ + \ it had been when the maze spell was cast. If this location is filled\ + \ with a solid object, the subject appears in the nearest open space. Spells and\ + \ abilities that move a creature within a plane, such as teleport and dimension\ + \ door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that\ + \ spell. Minotaurs are not affected by this spell.

" + 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.

\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n
d%Maze Section
1\u201320Circus
21\u201340Haunted forest
41\u201360Hellscape
61\u201380Oasis of respite
81\u2013100Strange city
\ + \

Circus: The creature finds itself\ + \ in a nightmarish circus of giant beasts, garishly painted faces, and hideous,\ + \ mocking laughter. The creature must succeed at a Will save or gain a lesser madness. The save uses the madness\u2019s normal\ + \ DC.

Haunted Forest: The creature travels through a dark forest\ + \ of grasping trees while shadowy beasts prowl at the edge of its vision. The\ + \ creature must succeed at a Will save or become frightened for 2d4 rounds. This is a fear effect. A frightened creature can still attempt Intelligence checks to escape the maze, but it takes 3d6 points of slashing\ + \ and piercing damage from the trees\u2019 branches.

Hellscape: The\ + \ creature navigates a landscape of fire and stone walls carved with diabolical\ + \ faces while the cries of the damned echo in the air. The creature must succeed\ + \ at a Will\ + \ save or become paralyzed by fear and potential torment for 1 round. This is a fear effect.\ + \ The creature can\u2019t attempt to escape the maze while paralyzed, and if it fails three consecutive saving throws against this paralysis, the hellscape delivers a coup de grace, dealing the creature 4d6 points of fire damage. The creature\ + \ must succeed at a Fortitude save (DC = 10 + the damage dealt) or die. A creature that survives\ + \ the coup de grace escapes from the paralysis as well.

Oasis of Respite: Whether it appears as a\ + \ beautiful glade, a perfumed palace, or a literal desert oasis, this section\ + \ of the maze is supernaturally peaceful, especially in comparison to the rest\ + \ of the maze. The creature must succeed at a Will save or become fascinated for 1 round. The creature can\u2019t attempt to escape the maze\ + \ while fascinated. A creature that fails three consecutive saving throws to this\ + \ fascination enters a state of lethargy and gives up ever escaping the maze,\ + \ remaining in this area until the spell ends on its own in 10 minutes (as per\ + \ maze).

Strange City: The creature journeys through a city of\ + \ cyclopean architecture under a sky of indescribable color and numerous stars.\ + \ The creature must succeed at a Will save or take 2d4 points of Wisdom damage. If your campaign uses the sanity rules, the creature instead takes 2d10 points of sanity damage.

" + 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.

Your vision is in no way impaired while this spell is in effect,\ + \ but you are granted immunity to gaze attacks for the spell\u2019s duration. As an immediate action, you can reflect a creature\u2019s gaze back on itself, forcing the target of the gaze attack to save against its own gaze weapon or be affected by it. This reflection bypasses the typical immunity creatures with gaze attacks have to their own race\u2019s gaze attack, but does not bypass any other resistances or immunities the\ + \ creature might have. Once you choose to reflect a gaze attack in this manner, the effect of medusa\u2019s bane immediately\ + \ ends.

\n\n\"\"\n
" + 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.

While in the stone, you remain\ + \ in contact, however tenuous, with the face of the stone through which you melded.\ + \ You remain aware of the passage of time and can cast spells on yourself while\ + \ hiding in the stone. Nothing that goes on outside the stone can be seen, but\ + \ you can still hear what happens around you. Minor physical damage to the stone\ + \ does not harm you, but its partial destruction (to the extent that you no longer\ + \ fit within it) expels you and deals you 5d6 points of damage. The stone\u2019\ + s complete destruction expels you and slays you instantly unless you make a DC\ + \ 18 Fortitude\ + \ save. Even if you make your save, you still take 5d6 points of damage.

Any\ + \ time before the duration expires, you can step out of the stone through the\ + \ surface that you entered. If the spell\u2019s duration expires or the effect\ + \ is dispelled before you voluntarily exit the stone, you are violently expelled\ + \ and take 5d6 points of damage.

The following spells harm you if cast upon\ + \ the stone that you are occupying.

    \n
  • Stone to flesh\ + \ expels you and deals you 5d6 points of damage.
  • \n
  • Stone shape\ + \ deals 3d6 points of damage but does not expel you.
  • \n
  • Transmute rock to mud expels you and then slays you instantly unless\ + \ you make a DC 18 Fortitude save, in which case you are merely expelled.
  • \n
  • Finally,\ + \ passwall expels you without damage.
  • \n
" + 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.

The maximum number of pages that a particular target\ + \ can memorize through repeated castings of this spell is equal to the target\u2019\ + s Intelligence modifier (minimum 1); any attempts beyond this limit have no\ + \ effect, although the target\u2019s memory of a page could be erased (using modify memory or a similar effect) to effectively make\ + \ room for a different one.

A creature that memorizes magical writing (such\ + \ as a scroll or a page from a spellbook) cannot borrow, duplicate, or retain any of the magic in the writing.\ + \ However, this would allow a wizard to copy a spell into his spellbook so he could prepare the spell from his book (assuming the spell takes up only one page in a spellbook).

" + 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]

Even a broken object remembers what it means\ + \ to be a functioning whole. You restore a broken object or damaged construct to a functional state, as if it were new and intact. Any pieces\ + \ missing from the object or construct remain missing. Significant missing pieces may prevent proper functioning.\ + \ If the object uses charges, the object becomes fully charged. A timeworn object\ + \ becomes fully charged, but doesn\u2019t lose the timeworn condition (this spell\ + \ is one of the few ways a timeworn item can be recharged). For 1 hour after this\ + \ spell is cast on a timeworn object, that object does not suffer any chance of\ + \ glitching. Other consumables such as ammunition are not restored.

When\ + \ this spell is cast upon a damaged construct, all hit point damage dealt to that construct is healed. When this\ + \ spell is cast upon a destroyed construct, it is restored to full functionality and full hit points, provided\ + \ no significant portion of the destroyed construct (such as an entire limb) is\ + \ missing. Constructs brought back in this fashion regain their memories up to\ + \ the moment of their destruction and have no particular inclination to serve\ + \ the caster.

If you attempt to cast this spell on an object or a construct\ + \ that has been destroyed for more than 10 years per caster level you possess, the spell fails.

" + 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.

This + barrier grants you a +4 shield + bonus to AC. In addition, you take half damage from mind thrust I and II + (reduced to onequarter on a successful Will + save).

+ + ' + 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.

The target loses all\ + \ skill ranks, spells known, spells prepared, and activated feats,\ + \ as well as its extraordinary, supernatural, and spell-like abilities. Each round at the end of the target\u2019s turn, the\ + \ target can attempt another Will save to end this effect.

\n

Editor\u2019s Note

\n
\n

Does the word \u201Cactivated\u201D in the spell\u2019s description\ + \ scope only cover feats, or does it also apply to extraordinary, supernatural, and spell-like abilities too?

\n

It should apply to all of them. It only\ + \ stops them from using active abilities, and it doesn\u2019t stop passive abilities\ + \ at all. This will be reflected in the next errata.

\n

[Source]

\n
\n
" + 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\u2019\ + t 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).

If the gemstone you use for the component is worth at\ + \ least 5,000 gp, metabolic molting can bring a target back to life, as long as\ + \ it has been dead for no more than 1 hour when the spell is cast. When the spell is used\ + \ on such a creature, the creature comes back to life after 7 days and stabilizes\ + \ at 0 hit points. A creature brought back to life through metabolic molting gains\ + \ 1 permanent negative level, or 2 points of Constitution drain if it is 1st level. Like raise dead, this spell can\u2019t save creatures slain by death effects.

" + 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.

If you aim\ + \ a sphere at a specific creature, you may make a ranged touch attack to strike\ + \ the target with the meteor. Any creature struck by a sphere takes 2d6 points\ + \ of bludgeoning damage (no save) and takes a -4 penalty on the saving throw against\ + \ the sphere\u2019s fire damage (see below). If a targeted sphere misses its target,\ + \ it simply explodes at the nearest corner of the target\u2019s space. You may\ + \ aim more than one sphere at the same target.

Once a sphere reaches its\ + \ destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire\ + \ damage to each creature in the area. If a creature is within the area of more\ + \ than one sphere, it must save separately against each. Despite stemming from\ + \ separate spheres, all of the fire damage is added together after the saves have\ + \ been made, and fire resistance is applied only once.

By the way\u2026\ +

This spell can start fires on a ship.

" + 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.

Alternatively, you can compare dissimilar items and know if they\ + \ have a potential relationship. For instance, you can compare a creature\u2019\ + s tooth against a bite mark and know if that creature could have caused the bite\ + \ mark.

This spell is not infallible\u2014an identical match can result\ + \ from comparing items or creatures that are duplicates of one another.

For\ + \ instance, a knife might have an identical match with a stab wound if an identical\ + \ knife was used to inflict the wound, and twins might have identical blood or\ + \ tissues.

" + 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.

Attempt a single Intimidate + check to demoralize as part of casting the spell, comparing the result against + the DC to Intimidate + each foe within the area. You demoralize all foes whose DC you meet or exceed.

+ 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: '' + 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.

A creature of 10 HD or fewer gets no saving\ + \ throw, one of 11\u201315 HD escapes after 10 minutes per level you possess on\ + \ a successful save, and a creature of 16 HD or more negates the effect on a successful\ + \ save. Given time, the bodies of creatures whose minds are trapped in a microcosm\ + \ can die of starvation and thirst without care. Creatures can neither escape\ + \ from nor enter a microcosm, even via a mindscape door. Microcosm can be ended\ + \ only by miracle or wish.

Creatures inside a microcosm can be affected by mind-affecting\ + \ effects targeted against their real bodies. However, they perceive them as natural\ + \ events within their inner mindscape. Multiple creatures affected by the same\ + \ microcosm can interact with one another within the mindscape.

" + 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: '' + 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: '' + 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.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Physical Ability ScoreMental Ability Score
StrengthIntelligence
DexterityWisdom
ConstitutionCharisma

The transfer of damage can go\ + \ either way\u2014you can convert Intelligence damage to Strength damage and vice versa. You can transfer any number of points of\ + \ damage or drain in a single casting, though only from one ability score to the\ + \ corresponding ability score. You cannot transfer enough ability damage or drain to reduce an ability score to 0.

\n \n
\"\"" + 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.

A successful\ + \ Will\ + \ save ends the spell. Otherwise, the creature can attempt a Bluff check with a DC equal to 11 + your Sense Motive modifier. If it fails its Bluff check, you gain the answer you desire. If it succeeds at its check,\ + \ you gain no information.

If it succeeds by 5 or more, it answers whatever\ + \ it chooses, and you believe that wrong answer to be true. Your questions are\ + \ purely telepathic inquiries, and the answers to those questions are imparted\ + \ directly to your mind. You and the target don\u2019t need to speak the same\ + \ language, though less intelligent creatures may yield up only appropriate sensory\ + \ images in answer to your questions.

" + 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.

\n" + 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\u2019\ + s mind and overload it with a glut of psychic information.

This attack deals\ + \ 1d6 points of damage per caster level (maximum 5d6). The target receives a Will save for half damage. This attack has no effect on creatures without\ + \ an Intelligence score.

\n" + 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\u2019\ + s 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.

The\ + \ target can communicate the message only to someone it believes is the intended\ + \ recipient, which means that disguises, illusions, and polymorph effects might fool the target into\ + \ delivering the message. Once the target communicates the message, the message\ + \ is permanently erased from the target\u2019s memory.

" + 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.

When you cast\ + \ this spell outside a mindscape, the doorway connects to one mindscape inhabited\ + \ by a creature of your choice within close range (25 feet + 5 feet per 2 levels)\ + \ of the door. That creature becomes the door\u2019s conduit, but can attempt\ + \ a Will\ + \ save to deny access to the mindscape. You must be aware of the mindscape to\ + \ connect a mindscape door to it.

If you connect to the mindscape, you designate\ + \ any number of creatures to be able to see and pass through the door as though\ + \ it were a normal doorway. You can name specific creatures or categories of creatures,\ + \ or allow all creatures access. Creatures other than those you designate can\u2019\ + t perceive or use the door, nor can mindless creatures or those immune to mind-affecting\ + \ effects. Once anyone enters the mindscape through the door, a duplicate of the\ + \ door appears inside the mindscape next to the creature you used as a conduit.\ + \ Anyone inside a mindscape is able to perceive and use a mindscape door within\ + \ that mindscape. Anyone who enters is subject to all rules of the mindscape,\ + \ but is aware she is in a mindscape if you informed her where the portal leads.

When\ + \ you cast this spell inside a mindscape, a duplicate of the door appears next\ + \ to your body in the real world. The creator of the mindscape can attempt a Will saving\ + \ throw to prevent you from creating the door if she is within the mindscape.\ + \ The two doors operate as if you\u2019d cast the spell outside a mindscape.

You\ + \ still designate who can use the door from the real world to get into the mindscape,\ + \ but you can\u2019t prevent creatures within the mindscape from exiting to the\ + \ real world.

Typically, a mindscape door operates in both directions, but\ + \ you can create it as a one-way door if you so choose. Unlike with other spells,\ + \ you can cast this spell as a full-round action while engaged in a psychic duel. This spell can be used\ + \ to exit a binary mindscape, but not to enter one. If you successfully cast mindscape\ + \ door within a veiled mindscape, you learn that you are in a mindscape, but other\ + \ creatures observing the door don\u2019t automatically realize they are.

" + 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.

If the target is a spontaneous spellcaster,\ + \ each negative level inflicted by mindwipe causes her to lose one spell slot of\ + \ her highest level of spells for each spontaneous spellcasting class in which\ + \ she has levels and to lose knowledge of one random spell known of that level\ + \ (or the next lowest level if she has already lost knowledge of all spells known\ + \ of that level, and so on). The target cannot use the lost spell slots and spells\ + \ known as long as the corresponding negative levels last. When the target loses a spell known, the spell remains\ + \ on her class list but she cannot prepare or cast the spell.

If the negative levels from mindwipe cause the target\u2019s total number of negative levels to equal or exceed her character level, instead of dying, she enters\ + \ a catatonic state as long as the negative levels from mindwipe continue to cause her total number of negative levels to equal or exceed her character level.

" + 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.

Attempting to use any created object + as a material component causes the spell to fail.

+ 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.

A miracle can do any of\ + \ the following things.

    \n
  • Duplicate any cleric spell of 8th level\ + \ or lower.
  • \n
  • Duplicate any other spell of 7th level or lower.
  • \n\ +
  • Undo the harmful effects of certain spells, such as feeblemind or insanity.
  • \n
  • Have any effect whose power level is in line with\ + \ the above effects.
  • \n

Alternatively, a cleric can make a very powerful\ + \ request. Casting such a miracle costs the cleric 25,000 gp in powdered\ + \ diamond because of the powerful divine energies involved. Examples of especially\ + \ powerful miracles of this sort could include the following:

    \n\ +
  • Swinging the tide of a battle in your favor by raising fallen allies to continue\ + \ fighting.
  • \n
  • Moving you and your allies, with all your and their gear,\ + \ from one plane to a specific locale through planar barriers with no chance of\ + \ error.
  • \n
  • Protecting a city from an earthquake, volcanic eruption, flood,\ + \ or other major natural disaster.
  • \n

In any event, a request that\ + \ is out of line with the deity\u2019s (or alignment\u2019s) nature is refused.

A\ + \ duplicated spell allows saving throws and spell resistance as normal, but the\ + \ save DCs are as for a 9th-level spell. When a miracle spell duplicates\ + \ a spell with a material component that costs more than 100 gp, you must provide\ + \ that component.

" + 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.

Anyone interacting\ + \ with the illusion can attempt to disbelieve it, and a creature trained in Survival can make a special\ + \ attempt to disbelieve the illusion. the creature must be within 120 feet of\ + \ the illusion\u2019s area and can attempt a Survival check instead of a Will saving throw. If the result is equal to or greater than the spell\u2019\ + s save DC, the creature realizes the mirage is an illusion as if it disbelieved the spell.

" + 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).

By\ + \ the way\u2026

Ships are considered structures for the purposes of this\ + \ spell.

" + 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.

Spells cannot be cast across the extradimensional\ + \ interface, nor can area effects cross it. Those in the space can see and hear\ + \ through it as if looking through an open window the same size as the mirror.\ + \ Creatures outside the extradimensional space see only what is normally reflected\ + \ in the mirror. Any creature in the space can make itself visible in the reflection\ + \ of the mirror for 1 round at a time, however creatures outside the space cannot\ + \ hear any sounds that originate inside. Anything inside the extradimensional space is expelled when the spell ends (even if the mirror\ + \ is covered). Only one creature at a time can enter the mirror, and creatures\ + \ can enter only if they can fit through an opening the same size as the mirror.\ + \ For example, a hand mirror isn\u2019t big enough for a Small or larger creature\ + \ to use it as a portal. Objects can enter the extradimensional space only if\ + \ brought by a creature able to fully pass through the mirror.

" + 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.

When mirror image is cast, 1d4 images plus one\ + \ image per three caster levels (maximum eight images total) are created. These\ + \ images remain in your space and move with you, mimicking your movements, sounds,\ + \ and actions exactly. Whenever you are attacked or are the target of a spell\ + \ that requires an attack roll, there is a possibility that the attack targets\ + \ one of your images instead. If the attack is a hit, roll randomly to see whether\ + \ the selected target is real or a figment. If it is a figment, the figment is\ + \ destroyed. If the attack misses by 5 or less, one of your figments is destroyed\ + \ by the near miss. Area spells affect you normally and do not destroy any of\ + \ your figments. Spells and effects that do not require an attack roll affect\ + \ you normally and do not destroy any of your figments. Spells that require a\ + \ touch attack are harmlessly discharged if used to destroy a figment.

An\ + \ attacker must be able to see the figments to be fooled. If you are invisible\ + \ or the attacker is blind, the spell has no effect (although the normal miss\ + \ chances still apply).

\n

Editor\u2019s Note

\n
\n

Can I use Cleave or Great Cleave to cleave to or from an image created by a mirror image\ + \ spell?

\n

No. If your initial attack hit the caster, you can\u2019t cleave\ + \ to an image as if it were an actual creature. If your initial attack hit an\ + \ image, you failed to hit your intended target (the caster), and therefore can\u2019\ + t cleave. As you can\u2019t specifically target an image (because you can\u2019\ + t tell the images from the actual caster), you likewise can\u2019t aim for an\ + \ image and try to cleave to another image.

\n

Can I use magic missile to destroy one or more images\ + \ from a mirror image spell?

\n

No. Magic missile targets a creature and does not require an attack roll, so it bypasses all the images and always hits the caster.

\n\ +

[ Source]

\n
\n
" + 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\u2019\ + s 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.

This works like a scrying spell, except you + can only view creatures on the same plane as you. Each time you cast the spell, + you can choose to see one of three types of reflections in your mirror.

+ +

Known Mirror: The current refection in another mirror with which you + are familiar.

+ +

Known Person: The current refection of a person you know well, assuming + that person is near a mirror.

+ +

Known Place: The current refection of a place you know well, assuming + the location is being reflected in a mirror.

+ +

You receive only visual information through this ability. You can choose + to transmit information both ways so that a person reflected in the remote mirror + can view whatever appears in the mirror you are using.

This spell works + with intentionally fabricated mirrors only; it is not effective with other reflective + surfaces, such as still pools or polished metal shields. Effects that block scrying + block this spell.

' + 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\u2019s 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.

This\ + \ spell does not work on creatures that do not cast shadows or reflections. At\ + \ will as an immediate action (but no more often than once every 10 minutes), a mischievous\ + \ shadow can interfere with its host\u2019s actions or the actions of adjacent\ + \ creatures by interacting with their shadows in ways that affect their physical\ + \ counterparts, such as grabbing the shadow of a crossbow to redirect the physical\ + \ weapon\u2019s aim. Each disruption either imposes a \u20138 penalty on a single\ + \ attack\ + \ roll, combat maneuver check, or Strength\u2013 or Dexterity-based skill check, or requires a spellcaster to succeed at a concentration\ + \ check (DC = 15 + spell level) or lose a spell being cast. If you are within\ + \ range of the spell effect, you can decide how these shadows interfere; otherwise, their actions are timed and decided by the\ + \ GM as needed, typically manifesting during important or crucial roles.

Each\ + \ time a mischievous shadow makes such a disruption, the spell\u2019s haunt-like manifestation occurs\ + \ during that round.

HAUNT STATISTICS

Notice\ + \ Perception DC 25\ + \ (to see a target\u2019s shadow act incongruously with its physical motions);\ + \ hp 2 hp/level; Trigger proximity; Reset none

" + 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.

The\ + \ illusory double lasts as long as you concentrate upon it, plus 3 additional\ + \ rounds. After you cease concentration, the illusory double continues to carry\ + \ out the same activity until the duration expires. The greater invisibility lasts\ + \ for 1 round per level, regardless of concentration.

" + 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.

Prepare: You prepare up to three additional levels + of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast + these spells normally.

Retain: You retain + any spell of 3rd level or lower that you had cast up to 1 round before you started + casting the mnemonic enhancer. This restores the previously cast spell + to your mind.

In either event, the spell or spells prepared or retained + fade after 24 hours (if not 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.

    \n
  • Eliminate\ + \ all memory of an event the subject actually experienced. This spell cannot negate\ + \ charm, geas/quest, suggestion, or similar spells.
  • \n
  • Allow the subject to recall with\ + \ perfect clarity an event it actually experienced.
  • \n
  • Change the details\ + \ of an event the subject actually experienced.
  • \n
  • Implant a memory of\ + \ an event the subject never experienced.
  • \n

Casting the spell takes\ + \ 1 round. If the subject fails to save, you proceed with the spell by spending\ + \ as much as 5 minutes (a period of time equal to the amount of memory you want\ + \ to modify) visualizing the memory you wish to modify in the subject. If your\ + \ concentration is disturbed before the visualization is complete, or if the subject\ + \ is ever beyond the spell\u2019s range during this time, the spell is lost.

A\ + \ modified memory does not necessarily affect the subject\u2019s actions, particularly\ + \ if it contradicts the creature\u2019s natural inclinations. An illogical modified\ + \ memory is dismissed by the creature as a bad dream, too much wine, or another\ + \ similar excuse.

" + 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\u2019\ + s 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\u2019t 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\u2014\ + arms or legs only\u2014into another shape of approximately the same size and mass.\ + \ You can choose a tentacle, a hoof, or a wing.

The subject must take approximately 10\ + \ minutes to familiarize itself with the function and movement of the new extremity\ + \ to use it properly. These new forms do not allow the subject to fly, run faster,\ + \ or swim better; however, they do act as natural weapons of the appropriate type, and the subject can use them to\ + \ make secondary attacks while making attacks with weapons as a full-attack action.\ + \ The secondary attacks are made using the creature\u2019s base attack bonus \u20135 and adding only 1/2 the creature\u2019s Strength bonus on damage rolls. The subject cannot hold a weapon or use any\ + \ item that would ordinarily fit into the slot of the changed extremity. The subject\ + \ can receive the benefits of this spell multiple times.

" + 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\u2019\ + s 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\u2019\ + s duration, the target is again dazed as it returns to its normal state.

\n\n\n\n\n\nAttack type\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n1\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n1d3\n\n\n\n\n\n\n\n\ + \n\n
Table: Natural Attacks by Size
Natural AttackBase\ + \ Damage by SizeDamage Type
FineDim.TinySmallMediumLargeHugeGarg.Col.
Bite1d21d31d41d61d82d62d84d6B/S/PPrimary
Claw\u201311d21d41d61d82d62d8B/SPrimary
\n\n\n\nBehavior\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\ +
Table:\ + \ Confusion Effects
d%
01-25Act normally
26-50Do nothing but babble incoherently
51-75Deal 1d8 points of damage\ + \ +Str modifier to self with item in hand
76-100Attack nearest creature (for this purpose, a\ + \ familiar counts as part of the subject\u2019s self)
" + 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.

The sphere sheds bright light\ + \ in a 60-foot-radius burst. Creatures that take penalties in bright light do\ + \ so while within the sphere\u2019s area of illumination. Creatures that start\ + \ their turns within the area of illumination and that are damaged or destroyed\ + \ by sunlight must succeed at a Fortitude save or become staggered until 1d4+1 rounds after they leave the affected area. Non-creatures,\ + \ such as hazardous fungi and mold that are destroyed by sunlight, become inert\ + \ for the duration of the spell. The sphere cannot be moved from the place it\ + \ was cast. The sphere deals 10d6 points of fire damage to anything it touches\ + \ and anything that passes within 5 feet of it. A successful Reflex save reduces this damage by half.

" + 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.

The target\ + \ is shaken, and the first time each round the target takes damage (including\ + \ the first round of the spell\u2019s duration), it must succeed at another Will save\ + \ or its fear level increases by one step (from shaken to frightened, and from frightened to panicked). If the target fails a saving throw against this effect while panicked,\ + \ it is transfixed in terror and is helpless for the remainder of the spell\u2019s duration. If the target succeeds\ + \ at the initial Will save, it is shaken for 1 round but its fear level cannot be further increased by this spell\u2019s effects during\ + \ that round.

" + 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.

The motes of dusk and dawn must\ + \ stay within a 10-foot-radius area of one another but otherwise move as you desire\ + \ (no concentration\ + \ required): forward or back, up or down, straight or turning corners, or the\ + \ like. The motes can move up to 100 feet per round. A mote winks out if the distance\ + \ between you and it exceeds the spell\u2019s range.

" + 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.

In + no event can rock formations be collapsed or moved. The area to be affected determines + the casting time. For every 150-foot square (up to 10 feet deep), casting takes + 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes + to move.

This spell does not violently break the surface of the ground. + Instead, it creates wavelike crests and troughs, with the earth reacting with + glacial fluidity until the desired result is achieved. Trees, structures, rock + formations, and such are mostly unaffected except for changes in elevation and + relative topography.

The spell cannot be used for tunneling and is generally + too slow to trap or bury creatures. Its primary use is for digging or filling + moats or for adjusting terrain contours before a battle.

This spell has + no effect on earth creatures.

+ 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.

The mud buddy has AC 12, 10 hit points, Strength 5, and a speed of 30 feet. It can perform any tasks an unseen servant can, plus any similar tasks its Strength allows (it\u2019s able to lift up to 50 pounds), but instead of\ + \ walking on water, it gains a swim speed of 30 feet.

You can command a\ + \ mud buddy to move up to 5 feet and trip an opponent (CMB = your caster\ + \ level + your spellcasting ability score modifier). After the trip attempt is resolved,\ + \ the spell ends.

When the spell ends, the mud buddy reverts to a patch\ + \ of wet earth.

" + 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.

If the focus\ + \ leaves your possession, the crow vanishes and the spell ends.

" + 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.

With this spell, one can amplify the underlying music\ + \ of the spheres in the spell\u2019s area of effect to infuse yourself and all\ + \ creatures within 20 feet of you, friend and foe alike. All creatures that begin\ + \ their turn within the area of this spell\u2019s effect gain fast healing 5, resistance 10 to all energy types, and a +3 sacred bonus on all saving throws against poison and disease. Any creature that enters the area of effect does not gain the benefits\ + \ of the music of the spheres until it begins its turn in that area. You must\ + \ maintain concentration\ + \ on the amplification of the music or the effects immediately end, but you can\ + \ move around to prevent enemies from gaining the benefits of this spell.

" + 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.

You can use\ + \ this spell on a mutagen with either the greater mutagen or advance mutagen discoveries.\ + \ When you do, you always pass on half the alchemical bonus to physical abilities and twice the penalty to the mental\ + \ ability score.

" + 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.

\n" + 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.

If the form you assume has any of\ + \ the following abilities, you gain the listed ability: climb 60 feet, fly 60\ + \ feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, and scent.

\n" + 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\u2019s 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.

Once the target is used to attack the selected creature,\ + \ successfully or not, this spell is discharged.

" + 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\u2019s 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.

Nature\u2019s exile can be removed with break enchantment, limited wish, miracle, remove curse, or wish.

" + 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.

In addition to hindering + mundane autopsies and investigations, this spell may effectively prohibit the + use of raise + dead on the target, though more powerful magic such as resurrection + or true + resurrection may still work.

+ + ' + 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.)

If the targeted undead is under the control of another creature and this spell causes the\ + \ target\u2019s effective Hit Dice to exceed the controller\u2019s maximum capability, the target creature\ + \ is immediately freed from control. Any creature capable of controlling undead may attempt to control the target, provided the target\u2019s effective\ + \ HD won\u2019t cause the would-be controller to exceed its HD limit. The target\u2019\ + s former controller can attempt to regain control over the target by relinquishing\ + \ command over other creatures until its HD limit is no longer exceeded (or the\ + \ former controller can wait until the spell\u2019s duration expires to attempt\ + \ this at the target\u2019s normal HD).

" + 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.

If + the target already has the staggered + condition (as a zombie + does), it becomes dazed + for 1 round instead.

+ 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).

Negate + aroma does not prevent the target from acquiring outside smells or odors. + Dowsing the creature with a pungent substance effectively negates the benefits + of the spell until the substance is neutralized or washed away.

+ 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.

This spell can instead neutralize\ + \ the poison in a poisonous creature or object for 10 minutes per level, at the\ + \ caster\u2019s option. If cast on a creature, the creature receives a Will save to negate\ + \ the effect.

\n" + 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\u2019\ + t 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.

The images from previous nightmares continue to haunt the target\u2019\ + s mind while awake. If the target has rested at least once while affected by night\ + \ terrors and then becomes subjected to a fear condition, the target experiences the next higher level of fear than\ + \ it would normally. However, per the alternate rules for fear, this spell cannot cause a lesser state of fear to become a greater\ + \ one. If the effect causing the fear condition doesn\u2019t usually stack with\ + \ other fear effects, the target\u2019s level of fear does not increase. This\ + \ aspect of the spell is a fear effect.

The affected creature can attempt a new saving throw once\ + \ per day to end night terrors, but multiple attempts to rest in a given day do\ + \ not afford the target multiple saves. A creature that successfully saves against\ + \ night terrors ends the spell and rests normally that night but gains the benefits\ + \ of only that night\u2019s rest, not any benefits missed on previous nights.

If\ + \ your campaign uses the sanity rules, the target takes 1d8 points of sanity damage instead of\ + \ Wisdom damage.

" + 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.

The nightmare\ + \ prevents restful sleep and causes 1d10 points of damage. The nightmare\ + \ leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

The\ + \ difficulty of the save depends on your knowledge the subject and the physical\ + \ connection (if any) you have to that creature.

\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\nLikeness or picture\n\n\n\ + \n\n\n\ + \n\n\n\ + \n\n\n
KnowledgeWill\ + \ Save Modifier
None*+10
Secondhand (you\ + \ have heard of the subject)+5
Firsthand (you have met the subject)+0
Familiar (you know the subject well)-5
ConnectionWill Save Modifier
-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.-10

*You\ + \ must have some sort of connection to a creature of which you have no knowledge.

Dispel evil cast on the subject while you are casting the spell dispels the\ + \ nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.

If\ + \ the recipient is awake when the spell begins, you can choose to cease casting\ + \ (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon\ + \ you become alert again and complete the casting. If you are disturbed during\ + \ the trance, you must succeed on a Concentration check as if you were in the\ + \ midst of casting a spell or the spell ends.

If you choose to enter a trance,\ + \ you are not aware of your surroundings or the activities around you while in\ + \ the trance.

You are defenseless, both physically and mentally, while in\ + \ the trance. (You always fail Will saving throws, for example.)

Creatures who don\u2019t sleep (such\ + \ as elves, but not half-elves) or dream are immune to this spell.

" + 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.

Cat\u2019s Luck: The target\ + \ can use this ability when it fails a saving throw. The target can reroll the\ + \ failed saving throw, but must take the new result even if it is worse.

Fortitude: The target uses this ability when\ + \ a critical hit or sneak attack is scored against it. The critical hit or sneak attack is negated and the damage is instead rolled normally.

Rejuvenate: The target uses this ability when\ + \ it is reduced to 0 or fewer hit points. The target is instantly healed 3d6 points of damage. If enough\ + \ hit\ + \ points are regained to bring the target to positive hit points, it does not fall unconscious. If it is not enough to leave the target with positive hit points,\ + \ the target automatically stabilizes. Both of these effects work even if the\ + \ damage was originally enough to kill the target.

Shake Off: The target uses this ability when it is under the effects of\ + \ any of the following conditions: blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, or staggered. Using this ability ends one of those conditions.

Shimmy Out: The target uses this ability when it is\ + \ grappled\ + \ or pinned. The target automatically escapes the grapple as if it had succeeded at an Escape Artist check to escape the grapple.

Stay Up: The target uses\ + \ this ability when it is tripped or otherwise knocked prone. The target steadies itself and stays upright.

" + 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.

Magic traps such as node of blasting\ + \ are hard to detect and disable. A character with the trapfinding class feature can use Disable Device to thwart node of blasting. The DCs to find a node\ + \ of blasting using Perception and to disable it using Disable Device are both equal to 25 + the spell\u2019s level. Additionally,\ + \ a creature with the read aura occult skill unlock can attempt the same Perception check to notice a node of blasting.

" + 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.

If cast on a creature, nondetection wards the creature\u2019\ + s gear as well as the creature itself.

\n" + 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: "
\n

The Path of Numbers \n

\n

The Path of Numbers is a system of numerology that describes eight basic\ + \ energies. Any of these types of energy can interact at any time, producing 64\ + \ possible combinations. It is believed that those 64 combinations are sufficient\ + \ to describe the basis of every interaction in the cosmos. No matter the plane,\ + \ creature, or time in question, every event in the multiverse is based on one\ + \ of those 64 templates. In short, the Path of Numbers is a periodic table of\ + \ energetic elements.

\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nEarth\n\n\n\n\n
\n\ + \ Table: Eight Basic Energies \n
d8Energy TypeMagic\ + \ Schoold20 Roll
1AirEnchantmentWill saves
2ElectricityIllusionReflex saves
3FireNecromancyAttack rolls
4SonicEvocationInitiative rolls
5AcidAbjurationFortitude saves
6WaterTransmutationCaster level checks
7ColdDivinationConcentration checks
8ConjurationCombat Maneuver Checks
\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.

Choose one of the dice, and match its result to the appropriate value in the first column of\ + \ the Eight Basic Energies table to determine the type of energy to which numerological\ + \ resistance grants resistance. Next, allocate one of the dice to represent\ + \ the number of creatures you can affect with numerological resistance\ + \ (including yourself). All of these creatures must be within the spell\u2019\ + s range. Then allocate one of the dice to represent the number of rounds numerological\ + \ resistance lasts. Finally, sum the remaining two dice. This is the number\ + \ of points of resistance that numerological resistance grants.

The\ + \ Path of Numbers

The Path of Numbers is a system of numerology that describes\ + \ eight basic energies. Any of these types of energy can interact at any time,\ + \ producing 64 possible combinations. It is believed that those 64 combinations\ + \ are sufficient to describe the basis of every interaction in the cosmos. No\ + \ matter the plane, creature, or time in question, every event in the multiverse\ + \ is based on one of those 64 templates. In short, the Path of Numbers is a periodic\ + \ table of energetic elements.

" + 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.

If\ + \ the shape of the terrain is suitable, a pond forms around the spring. If there\ + \ is already a natural spring within 1 mile, its water output is reduced by an\ + \ amount equal to the water produced by this spell\u2019s spring. A spring that\ + \ has its water output reduced to 0 gallons per hour dries up and ceases to be\ + \ a spring.

This spell functions differently depending on the terrain in\ + \ which it\u2019s cast. In a desert, you must succeed at a DC 25 caster level check to actually create the spring, and its output is 1 gallon\ + \ of drinking water per caster level each day.

Furthermore, in dry areas, erosion may cause\ + \ the flow of water to be blocked if the affected area is left untended before\ + \ a sufficient amount of vegetation has grown around it to keep the soil in place.\ + \ In an arctic environment, low temperatures may cause the water to freeze. In\ + \ a tropical environment, parasites may contaminate the water if the spring is\ + \ created in a place where the water stands in a stagnant pool.

" + 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.

This spell provides you with a +10 bonus on Disguise + checks to conceal your identity, but not on checks to impersonate anyone in particular. + This spell distorts the appearance of your voice, gear, and animals + in the same way each time, essentially creating an alternate persona that can + be recognized by those who have observed it before.

+ 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\u2019\ + s 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.

A\ + \ possessed object becomes capable of animation, gaining the statistics of an\ + \ animated object of its size (including 1 construction point worth of abilities).\ + \ You can\u2019t use any spells or other abilities while possessing an object.

A\ + \ spiritual tether connects your body to the possessed object, in a manner similar\ + \ to a silver cord. If the possessed object and your body are ever farther than\ + \ close range (25 ft. + 5 ft./2 levels) from one another, this tether breaks,\ + \ returning your consciousness to your body.

\n" + 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.

If cast upon a venomous creature, obscure\ + \ poison\ + \ disguises all of the creature\u2019s natural poisons in the same way.

" + 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).

A moderate wind (11+ mph), such as from a gust of wind\ + \ spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the\ + \ fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery\ + \ spell\u2019s area. A wall of fire burns away the fog in the area into which it deals damage.

This\ + \ spell does not function underwater.

" + 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).

The\ + \ ground is covered with slippery expanses and sharp shards of obsidian. The area\ + \ of effect is difficult terrain, and the DC of Acrobatics checks within the area of effect increases by 5. A successful\ + \ DC 15 Acrobatics\ + \ check is required to run or charge across the area. A creature that falls prone in the area takes 1d6 points of damage from sharp obsidian.

" + 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.

Small Ooze:\ + \ If you assume this form, you gain a +4 size bonus to your Constitution score, a slam attack (1d3 plus 1d3 acid), and constrict (1d3), and take, a \u20134 penalty to your Dexterity score.

Medium Ooze: If\ + \ you assume this form, you gain a +6 size bonus to your Constitution score, a \u20136 penalty to your Dexterity score, a slam attack (1d4 plus 1d4 acid), and constrict (1d4).

\n" + 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\u2019s 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\u2019\ + s favored enemy when you normally wouldn\u2019t, such as instant\ + \ enemy.

You imbue your weapon with a powerful ability to ward off attacks\ + \ made against you by the creature that challenged you.

You gain a +5 insight bonus to your AC and CMD against the attacks of the initiating creature as long as you hold the\ + \ weapon.

If you release the weapon for any reason, the spell ends. You\ + \ can cast this spell only in response to one of the conditions listed above.\ + \ The spell fails if you attempt to cast it when you were not subject to a challenge\ + \ or similar effect since your last turn.

" + 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\u2019\ + s 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.

Regardless of how you alter the\ + \ appearance of the door, creatures that believe the illusion take a \u20135 penalty\ + \ on Perception checks\ + \ regarding the door itself or creatures on the other side of the door.

This\ + \ spell affects windows, gates, and similar openings in the same way it affects\ + \ doors.

" + 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\u2019s 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.

If you do not have the oracle\u2019s curse class feature, this spell has no effect.

" + 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.

If more than one orb (from different\ + \ castings of the spell) enters the same space, the orbs automatically fuse together.\ + \ The resulting orb uses the higher of the two orbs\u2019 DCs as its DC and whichever\ + \ duration has more time left. If the orbs are from different casters, each must\ + \ make an opposed Intelligence check to move the sphere.

An undead creature that passes through or ends its turn in the space occupied\ + \ by the orb gains 2d4 \xD7 5 temporary hit points for 1 hour.

" + 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.

As long as you\u2019\ + re under the effects of orchid\u2019s drop, drinking a dose of your mutagen\ + \ heals you of 2d10 points of damage. For the spell\u2019s duration, you gain\ + \ a +2 alchemical bonus on all saving throws.

" + 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.

The spell deals 1d8 points of damage per two caster + levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster + level, maximum 10d6, to chaotic outsiders) + and causes them to be dazed + for 1 round. A successful Will + save reduces the damage to half and negates the daze + effect.

The spell deals only half damage to creatures who are neither chaotic + nor lawful, and they are not dazed. + They can reduce the damage in half again (down to one-quarter of the roll) with + a successful Will + save.

+ 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.

The creature is still aware of any other changes to\ + \ itself or its environment. For instance, a guard will remember running, and\ + \ may notice a newly unlocked door, but will not remember that he was chasing\ + \ after you.

" + 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).

See Falling Damage if something bad happens!

\n

Editor\u2019s Note

\n
\n

When a character or creature is flying, and\ + \ that creature decides to ascend at a 45 degree angle, the rules states that\ + \ it moves at half speed? Do the rules for diagonal square counting still apply\ + \ when moving up diagonally in this way?

\n

No. Since the game is generally\ + \ assumed to be played in two dimensions, even when representing three dimensional\ + \ combat, the rules for ascending are handled by the speed reduction instead of\ + \ asking players and GMs to ascertain the diagonal vertical movement.

\n[Source]

\n
\n
" + 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\u2019\ + s 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.

If cast on a creature that is\ + \ currently suffering from exposure to one or more doses of poison, the spell applies to one of the doses of your choice, or a random\ + \ dose of poison affecting the target if you don\u2019t know what poisons are afflicting\ + \ the target.

If cast on a creature that is venomous, this spell affects\ + \ the first dose of poison that creature delivers before the end of the spell\u2019s duration.

" + 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\u2019t 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.

However, + creatures under the effect of spells such as true + seeing that automatically pierce illusions are not subject to this effect.

+ 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.

If you use this spell + against an effect that also targets you or includes you in its area, you suffer + the effects for both yourself and the target you spared, potentially taking damage + or suffering other consequences twice.

+ 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.

For the duration + of the spell, you receive a +2 enhancement + bonus to Dexterity + and Intelligence + and are treated as if you possessed any one feat for which you meet the prerequisites, + chosen when you cast this spell.

The first time each day that you cast this + spell, you must select a feat and make all the associated choices that come with + it. Once that choice is made, it is set for the day and additional castings must + make the exact same decisions.

' + 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.

Using\ + \ normal parchment, the spell deals 1d6 points of magical slashing damage per caster level (maximum 15d6).

If\ + \ you use a magic scroll as the material component, choose one of the spells stored in the\ + \ scroll.\ + \ If the spell is 1st level, you can choose to apply the effect of that spell\ + \ to the parchment swarm\u2019s target on a failed Reflex save (if the spell on the scroll has its own saving throw, the target then attempts that save as normal).\ + \ If the spell on the scroll is at least 2nd level, you can choose to instead change parchment swarm to affect a 20-foot-radius spread instead of a single target.

" + 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.

Passing\ + \ fancy has no effect on a creature with an Intelligence of 2 or less.

Because the target talks and interacts with\ + \ its usual cadence, onlookers take a \u201310 penalty on Sense Motive checks to notice that anything is amiss with the target\u2019\ + s behavior.

\n" + 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\u2019\ + s 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.

You\ + \ gain the same bonus on Survival checks made to follow tracks. Pattern recognition does not grant\ + \ you the Track feat, a rogue\u2019s trap\uFB01nding ability, or the ability to\ + \ disable traps. You can use it in conjunction with those abilities if you possess\ + \ them, though.

" + 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\u2019s area.

Peace bond offers\ + \ no protection against your spell-like abilities or supernatural area effects.

" + 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\u2019s 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.

\n" + 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\u2019\ + s 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.

This spell\ + \ does not affect other types of divination magic (such as detect\ + \ thoughts or discern lies) and does not protect against spells or effects that cause harm\ + \ based on targeted creatures\u2019 alignments.

" + 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.

\n

Ill Will:\ + \ Someone dislikes your liege, but isn\u2019t planning to act against her.

\n\ +

Plotting: Someone is actively conspiring against your liege.

\n

Imminent:\ + \ Someone is in the process of carrying out a plot against your liege.

\n

Creatures\ + \ that are immune to mind-affecting or thought-detecting effects cannot have their intent detected\ + \ by perceive betrayal.

" + 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.

Depending on the spell, you must be of a minimum caster level and\ + \ must expend a specific gp value of diamond dust as a material component.

You\ + \ can make the following spells permanent in regard to yourself. You cannot\ + \ cast these spells on other creatures. This application of permanency\ + \ can be dispelled only by a caster of higher level than you were when you cast\ + \ the spell.

\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\nCRB\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ +
Target: Self Only
SpellMinimum Caster\ + \ LevelGP CostSource
Arcane sight11th7,500 gp
Aura sight11th7,500 gpACG
Comprehend languages9th2,500 gpCRB
Darkvision10th5,000 gpCRB
Detect magic9th2,500 gpCRB
Enchantment sight9th2,500 gpPC:HotHC
Read magic9th2,500 gpCRB
See invisibility10th5,000 gpCRB
Speechreader\u2019s sight9th2,500 gpPC:HotHC
Tongues11th7,500 gpCRB

In addition to personal use, permanency can be used to make\ + \ the following spells permanent on yourself, another creature,\ + \ or an object (as appropriate):

\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\n\n\n\nEnlarge person\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Target: Self, Others, or Objects
SpellMinimum Caster LevelGP CostSource
Anthropomorphic animal11th7,500 gpUM
Appearance\ + \ of life12th10,000 gpPRG:HA
Create mindscape12th10,000 gpPRG:OA
Create mindscape, greater15th17,500 gpPRG:OA
Decrepit disguise9th500 gpPRG:OA
9th2,500 gpCRB
Magic fang9th2,500 gpCRB
Magic fang, greater11th7,500 gpCRB
Recorporeal incarnation15th17,500 gpPCS:ISI
Reduce person9th2,500 gpCRB
Resistance9th2,500 gpCRB
Secret sign10th5,000 gpPPC:BM
Soul vault11th7,500 gpPCS:IST
Telepathic bond*13th12,500 gpCRB
Unhallowed\ + \ blows9th2,500 gpPPC:PotW
Unhallowed blows,\ + \ greater11th7,500 gpPPC:PotW
*Only bonds two creatures per casting of permanency.

Additionally,\ + \ the following spells can be cast upon objects or areas only and\ + \ rendered permanent:

\n\n\n\nMinimum Caster Level\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\nCRB\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Target:\ + \ Objects or Areas
SpellGP CostSource
Alarm9th2,500\ + \ gpCRB
Alter river\u2013\u2013PotR
Animate\ + \ objects14th15,000 gpCRB
Cloud of seasickness9th2,500 gpAP55
Corpse lanterns11th7,500 gpPSFG
Create demiplane, lesser\u201317,500 gpPRG:UM
Create demiplane\u201320,000 gpPRG:UM
Create demiplane, greater\u201322,500 gpPRG:UM
Curse\ + \ Terrain, Lesser9th2,500 gpPRG:OA
Curse Terrain11th7,500 gpPRG:OA
Curse Terrain, Greater15th17,500 gpPRG:OA
Curse Terrain, Supreme19th27,500 gpPRG:OA
Dancing Darkness**PPC:BoS
Dancing lantern9th2,500 gpPRG:APG
Dancing lights9th2,500 gpCRB
Ghost sound9th2,500 gpCRB
Gust of wind11th7,500 gpCRB
Invisibility10th5,000 gpCRB
Invisibility alarm9th2,500 gpACG
Loathsome veil10th7,500 gpUM
Lost\ + \ Locale*90,000\ + \ gpPCS:ISR
Lost Passage*10,000 gpPCS:ISR
Mage\u2019s private sanctum13th12,500 gpCRB
Magic mouth10th5,000 gpCRB
Obscured Script10th5,000 gpPRG:AG
Phase door15th17,500 gpCRB
Planar Refuge11th7,500 gpPPC:HotW
Preserve9th500 gpPCS:IST
Prismatic sphere17th22,500 gpCRB
Prismatic wall16th20,000 gpCRB
Sanctify corpse9th500 gpUM
Shrink item11th7,500 gp
Solid fog12th10,000 gpCRB
Stinking cloud11th7,500 gpCRB
Stolen light10th5,000 gpCRB
Symbol of death16th20,000 gpCRB
Symbol of fear14th15,000 gpCRB
Symbol of healing10th10,000 gpUM
Symbol\ + \ of insanity16th20,000 gpCRB
Symbol of laughter10th5,000 gpACG
Symbol of mirroring10th5,000 gpUM
Symbol of\ + \ pain13th12,500\ + \ gpCRB
Symbol of persuasion14th15,000 gpCRB
Symbol of revelation12th10,000 gpUM
Symbol\ + \ of scrying13th10,000 gpUM
Symbol\ + \ of sleep16th20,000 gpCRB
Symbol of slowing11th10,000 gpUM
Symbol\ + \ of strife18th25,000 gpUM
Symbol\ + \ of stunning15th17,500 gpCRB
Symbol of vulnerability18th25,000 gpUM
Symbol\ + \ of weakness15th17,500 gpCRB
Teleportation circle17th22,500 gpCRB
Teleport trap?7,000 gpCRB
Wall of fire12th10,000 gpCRB
Wall of force13th12,500 gpCRB
Wall of light13th11,000 gpPM:DD
Web10th5,000 gpCRB
Yellow Sign18th40,000 gpPAP110

Spells\ + \ cast on other targets are vulnerable to dispel magic as normal. The GM may allow other spells to be made permanent.

*Note:\ + \ no caster level or price is listed.

" + 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 \u20134 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.

The whimsical forces choose a random foe to\ + \ target with their pranks on and randomly determine which combat maneuver to use. You can attempt to convince them to take a particular\ + \ course of action with a DC 20 Bluff, Diplomacy,\ + \ or Intimidate check\ + \ as a standard action. If successful, you determine their target and the type of\ + \ combat maneuver they use for that round.

" + 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).

If + you fail a saving throw against a disease + or poison + effect, you can instantly dismiss this spell to reroll that saving throw with + a +4 bonus; you must take the result of this reroll, even if it is lower.

+ 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.

This\ + \ fear of failure manifests as a \u20132 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage\ + \ rolls. Additionally, the target can\u2019t gain morale bonuses of any kind while\ + \ the spell remains in effect. No amount of achievement counters the spell\u2019\ + s effects\u2014the target simply explains away positive events with a self-critical\ + \ perspective.

Certain events can solidify the character\u2019s belief that\ + \ it is doomed. Whenever the target rolls a natural 1 on an attack roll or saving throw, fails an ability or skill check by more than\ + \ 5, or takes additional damage as a result of a foe\u2019s confirmed critical hit,\ + \ the penalty to roll imposed by pessimism becomes \u20133 for 1 round.

This\ + \ increased penalty doesn\u2019t stack, even if multiple catastrophes occur on\ + \ the same round.

" + 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.

The\ + \ target can attempt a Will save to recognize the affliction as unreal. If that save fails, the\ + \ creature suffers an imaginary affliction of your choice.

    \n
  • Curse:\ + \ The target believes she has been cursed. She takes a permanent \u20134 penalty\ + \ on attack rolls, saves, ability checks, and skill checks for 1 hour per caster level. After her\ + \ save to disbelieve, the target attempts a second Will save to negate this effect.
  • \n
  • Poison: The target believes\ + \ she has been poisoned. Choose a physical ability score. Each round for 6 rounds,\ + \ plus 1 round per 5 caster levels, the target takes 1d3 points of damage to the\ + \ chosen ability score. Each turn, the creature can attempt a Fortitude save to negate the damage and end the ongoing damage.
  • \n
  • Wasting:\ + \ The target believes she has contracted a wasting disease. Each day, the creature takes 1d4 points of Constitution damage and becomes fatigued. A successful Fortitude save prevents this damage. Two consecutive successful saves end\ + \ the effect.
  • \n

Since the affliction exists entirely in the creature\u2019\ + s mind, phantasmal affliction is not affected by normal cures like neutralize poison or remove disease, or other effects like delay poison or the Heal skill. Ordinary immunities do not apply in this case (though a creature\ + \ immune to the affliction receives a +4 bonus on the Will save to disbelieve the illusion).

Constitution damage from the affliction can\u2019t kill the target.

Instead,\ + \ it causes the target to fall unconscious like other forms of ability damage. Phantasmal affliction is a spell effect and can\ + \ be dispelled normally.

Placebo effect counters and dispels phantasmal 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.

If the subject of a phantasmal\ + \ killer attack succeeds in disbelieving and possesses telepathy or is wearing\ + \ a helm of telepathy, the beast can be turned upon you. You must then disbelieve\ + \ it or become subject to its deadly fear attack.

" + 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.

This damage occurs only once. Each round at the beginning\ + \ of its turn, an affected target receives another Will save to disbelieve the effect, and targets that fail must succeed at\ + \ a Fortitude\ + \ save or faint, falling asleep as per sleep (except that it isn\u2019t a magical sleep effect). Waking up doesn\u2019t end the spell for a target; it must\ + \ continue to attempt Will saves to disbelieve and Fortitude saves to avoid fainting each round until the spell ends or the\ + \ target successfully disbelieves.

Targets of the spell perceive everyone\ + \ else around them to be rotting away, but other creatures see no visible effect\ + \ of the spell, so they, in addition to those who disbelieve, can communicate\ + \ the nature of the illusion to allies, providing those allies with a +4 bonus\ + \ on the saving throw to disbelieve.

If your campaign uses the sanity rules, a creature takes 1d8 points of sanity damage instead 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\u2019t be reduced or prevented (such as by\ + \ the shield other spell).

If the target of a phantasmal\ + \ reminder attack succeeds at the Will save to disbelieve the memory loop and either has natural telepathy or is wearing a helm of telepathy, the memory of damage automatically\ + \ rebounds to affect you. You must immediately attempt a Will save to disbelieve; if you fail, you take half the spell\u2019s damage\ + \ yourself.

" + 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.

Only the corpse\u2019\ + s killer can see the phantasmal image created by this spell. You and any others\ + \ who witness the spell\u2019s casting or its ultimate effects see only a vague\ + \ shape. The target first gets a Will save to disbelieve the illusion. If that save fails, the target must succeed on Fortitude Saving Throw or take 10 points of damage per caster level from the phantasmal image. Even if the Fortitude save is successful, the target takes 5d6 points of damage + 1 point\ + \ of damage per caster\ + \ level. You know immediately if the spell succeeded or failed to kill its\ + \ target but gain no other information, including the identity of the target of\ + \ the spell.

The creature providing the corpse must have died no more than\ + \ 1 day per caster\ + \ level prior to the casting of this spell. If the creature that provided\ + \ the corpse was not, in fact, killed by another, or if the killer is dead or no longer\ + \ on the same plane, the spell fails. Phantasmal revenge makes no moral\ + \ judgments; it targets winners of fair fights just as easily as murderers. Any\ + \ given body can only be targeted by a phantasmal revenge spell once.

" + 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.

As the phantasmal web exists + only in the minds of the targets, it cannot be burned or destroyed, and it provides + no cover + (though it does provide concealment) + against attacks made by the targets. Targets cannot escape the phantasmal web + by moving, even by teleportation. Freedom + of movement allows unobstructed movement but does not negate the concealment + or nausea effects.

Targets of the spell perceive everyone else around them + to be engulfed in webs and swarming spiders, but the spell has no visible effect + to other creatures (who may assist allies to disbelieve the effect).

+ 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\u2018s 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 (\u20132 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.

The rider has an AC + of 20 (+1 size, +4 natural + armor, +5 Dex) + if it is a Small creature or an AC of 19 (+4 natural + armor, +5 Dexterity) + if it is a Medium creature. It has 7 hit + points + 1 hit point per caster + level. If it loses all its hit + points, the phantom driver disappears. A phantom driver has a land speed of + 30 feet, and makes all driver skill checks (no matter what skills are needed to + drive the vehicle) as your caster + level + your Intelligence + modifier.

+ 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.

The duration of this spell immediately ends + if you or the animal + companion attack another creature or are attacked by another creature.

+ 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\u2019s own limbs, including any natural attacks or other special\ + \ abilities. This includes any extraordinary abilities granted by the appendages, but not supernatural ones.

If the target does not need a replacement limb (or\ + \ chooses not to use the spell in this way), it can instead select one of the\ + \ following options. In this case, the spell lasts only for 10 minutes per level.

Extra Arms: The target grows two phantom arms,\ + \ granting it two extra natural claw attacks; the target cannot use the phantom\ + \ arms for any other purpose.

Extra Legs:\ + \ The target grows two phantom legs and strong hindquarters like those of a horse,\ + \ granting it a +30-foot enhancement bonus to speed and a +4 bonus to its CMD against overrun and trip combat maneuvers.

Mermaid\u2019s Tail:\ + \ The target grows a phantom tail, granting it a swim speed of 60 feet.

Phantom Wings: The target grows phantom wings,\ + \ granting it a fly speed of 60 feet (good maneuverability).

" + 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.

The mount\ + \ is AC 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point\ + \ per caster level. If it loses all its hit points, the phantom steed disappears.\ + \ A phantom steed has a speed of 20 feet per two caster levels, to a maximum of\ + \ 100 feet at 10th level. It can bear its rider\u2019s weight plus up to 10 pounds\ + \ per caster level.

These mounts gain certain powers according to caster\ + \ level. A mount\u2019s abilities include those of mounts of lower caster levels.\ + \

\n

8th Level: The mount can ride\ + \ over sandy, muddy, or even swampy ground without difficulty or decrease in speed.

\n\ +

10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).

\n\ +

12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability)\ + \ for up to 1 round at a time, after which it falls to the ground.

\n

14th\ + \ Level: The mount can fly at its speed with a bonus on Fly skill checks equal to your caster level.

\n
" + 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.

If another phantom trap\ + \ is active within 50 feet when the spell is cast, the casting fails.

" + 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.

A phase door is subject to dispel\ + \ magic. If anyone is within the passage when it is dispelled, he is harmlessly\ + \ ejected just as if he were inside a passwall effect.

You can allow other creatures to use the phase\ + \ door by setting some triggering condition for the door. Such conditions\ + \ can be as simple or elaborate as you desire. They can be based on a creature\u2019\ + s name, identity, or alignment, but otherwise must be based on observable actions\ + \ or qualities. Intangibles such as level, class, HD, and hit points don\u2019\ + t qualify.

Phase door can be made permanent with a permanency\ + \ spell.

" + 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\u2019\ + t apply this phobia to creatures with a natural fly speed), or water (you can\u2019\ + t apply this phobia to aquatic creatures or creatures with a natural swim speed).

When the\ + \ target takes damage of the energy type (for an energy type phobia), or perceives\ + \ the presence of the creature, environment, or hazard, it must attempt a DC 20\ + \ Will\ + \ save. If it fails, it becomes panicked, but even if it succeeds, it becomes shaken and feels intensely uncomfortable; a creature shaken in this way does not need to roll further saving throws against its\ + \ phobia until its shaken condition ends, even if it continues to be exposed to its phobia.

A\ + \ creature panicked by phobia can begin to act normally 1 minute after it ceases\ + \ being able to perceive its phobia or after taking the energy damage if\ + \ the phobia is an energy type, though the shaken condition ends immediately after the creature can no longer perceive\ + \ its phobia. Break enchantment, heal, limited wish, miracle, or wish can remove a phobia spell.

" + 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.

Eligible creatures must make a Saving + Throw each round spent within the area of the spell and, once they fail, approach + you at their normal movement speed and stand as close to you as possible without + actually entering an occupied square.

If you move, they do their best to + maintain their proximity to you and follow. Affected creatures can take no actions + other than listening to your music and following you if you move.

Those + entering the area while the spell is in effect must also successfully save or + be compelled to come to you.

The attractive power of the spell does not + cause affected creatures to put themselves in jeopardy and they have enough presence + of mind to avoid or negotiate around obstacles and other perilous hazards. If + unable to approach or follow you without endangering themselves, they simply wait, + swaying to the music, until you pass out of range, at which point they regain + their senses after 1 round/caster + level. If circumstances change once you move out of range, making it possible + for affected creatures to resume their attempts to get near you they do so, and, + if they manage to return to within the area of the spell before it wears off, + the spell continues as normal.

If attacked, affected creatures can take + defensive measures, even going so far as to avoid existing threats by moving out + of the area of the spell, but cannot make attacks themselves or take any other + actions until the effects of the spell wear off. The effects of the spell persist + for 1 round/caster level + even after you stop concentrating. + Once the spell ceases, the affected creatures continue to stay near you until + the effects of the spell wear off.

+ 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.

Abrupt Maneuver: You instantaneously attempt a disarm + or steal + combat + maneuver against a target within range. Use your caster + level as your Combat + Maneuver Bonus, adding your Charisma + modifier (bard, + oracle, sorcerer), Intelligence + modifier (magus, + wizard), or + Wisdom + modifier (cleric) + in place of your Strength + or Dexterity + modifier. This combat + maneuver attempt does not provoke an attack + of opportunity from its target, but casting this spell might. If you are successful, + you pull the target object to you, and if you have enough hands free, you can + catch it. Otherwise, the object lands in your square as if you dropped it.

Careful Maneuver: You attempt a Disable + Device check or a Sleight + of Hand check to pick-pocket a target within range. This spell lasts as long + as you need to accomplish the task, requiring your full concentration + for that duration. Once you resolve the skill check, the spell ends. If you are + successful on your Sleight + of Hand check, you pull the target object to you as with an abrupt maneuver. + The target gains a +2 bonus on its Perception + check to notice the successful attempt.

' + 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\u2019\ + s 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.

You throw the pinecone at a target or + point within range and it detonates immediately upon landing, dealing 1d6 points + of piercing damage per 2 caster levels you have (maximum 5d6) to each creature + caught in the spread.

+ 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\u2019s 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\u2019\ + s save DC increases by +2.

Unlike a fog cloud, the plague storm moves away from you at 10 feet per round,\ + \ rolling along the surface of the ground.

Figure out the cloud\u2019s new\ + \ spread each round based on its new point of origin, which is 10 feet farther\ + \ away from the point of origin where you cast the spell. Because the vapors are\ + \ heavier than air, they sink to the lowest level of the terrain, even pouring\ + \ down den or sinkhole openings. The cloud cannot penetrate liquids, nor can it\ + \ be cast underwater.

" + 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.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Essence TraitDamage Type
Air-DominantElectricity
Earth-DominantAcid
Fire-DominantFire
Positive-DominantPositive
Negative-DominantNegative
Water-DominantCold
' + 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.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
NameCRAlignmentHD
Tiefling1/2NE1
Aasimar1/2NG1
Dretch2CE2
Lemure1LE2
Lantern + Archon2LG2
Small + Air Elemental1N2
Small + Earth Elemental1N2
Small + Fire Elemental1N2
Small + Water Elemental1N2
Quasit2CE3
Imp2LE3
Mephit3N3
Vargouille2NE3
Half-Celestial + Unicorn4CG4
Hell + Hound3LE4
Medium + Air Elemental3N4
Medium + Earth Elemental3N4
Medium + Fire Elemental3N4
Medium + Water Elemental3N4
Yeth + Hound3NE4
Half-Fiend + Minotaur6CE6
Barghest4LE6
Bearded + Devil5LE6
Hound + Archon4LG6
Janni4N6
Nightmare5NE6
Shadow + Mastiff5NE6
Babau6CE7
Shadow7CE7
Bralani6CG7
Djinni5CG7
Lillend7CG7
Invisible + Stalker7N7
Xorn6N7
Salamander6CE8
Succubus7CE8
Kyton6LE8
Ogre + Mage8LE8
Large + Air Elemental5N8
Large + Earth Elemental5N8
Large + Fire Elemental5N8
Large + Water Elemental5N8
Night + Hag9NE8
Nabasu8CE9
Vrock9CE9
Erinyes8LE9
Greater + Barghest7LE9
Xill6LE9
Shaitan7LN9
Hezrou11CE10
Bone + Devil9LE10
Efreeti8LE10
Rakshasa10LE10
Huge + Air Elemental7N10
Huge + Earth Elemental7N10
Huge + Fire Elemental7N10
Huge + Water Elemental7N10
Warmonger + Wasp7CE10
Bebilith10CE12
Glabrezu13CE12
Marid9CN12
Barbed + Devil11LE12
Nessian + Hell Hound9LE12
Couatl10LG12
Ghaele13CG13
Greater + Air Elemental9N13
Greater + Earth Elemental9N13
Greater + Fire Elemental9N13
Nalfeshnee14CE14
Ice + Devil13LE14
Trumpet + Archon14LG14
Cauchemar11NE14
Horned + Devil16LE15
Astral + Deva14NG15
Retriever11CE15
Marilith17CE16
Elder + Air Elemental11N16
Elder + Earth Elemental11N16
Elder + Fire Elemental11N16
Elder + Water Elemental11N16
Planetar16NG17
Balor20CE20
Pit + Fiend20LE20
Solar23NG22
' + 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.

When\ + \ you cast this spell, you can choose a specific kind of outsider to call, even calling an individual creature by name. The kind of outsider called doesn\u2019t alter the effects of the spell, but when you\ + \ use planar inquiry to summon a creature with an alignment or elemental subtype, the spell gains that descriptor. You cannot call an outsider whose Hit Dice exceed your caster level (maximum 18 HD) and you cannot use this spell to contact a unique\ + \ outsider (such as a deity\u2019s herald) or an outsider with mythic ranks.

" + duration: instantaneous; see text div style="clear:both">
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\u2019\ + s ruling god or demigod, as well as a brief and generic vision of that entity\u2019\ + s 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.

This\ + \ spell reveals the location of the god or demigod\u2019s official seat of power\ + \ only, not the entity itself, and if such a location is deliberately hidden via\ + \ magic of any sort, the spell automatically fails. It does not function on the\ + \ Material Plane.

" + 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.

Planar refuge can be made permanent with a permanency\ + \ spell cast by a caster of 11th level or higher at a cost of 7,500 gp.

" + 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).

This spell gains the alignment + descriptor that is opposite the outsider + alignment + chosen. For example, if you choose for the spell to affect evil outsiders, + then this spell has the good + descriptor.

+ 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.

For example, the PCs discover a camp of orcs; + the PC cleric casts planned assault, the group spends 1 minute analysing + the layout of the camp, and then declares its actions. As long as the PCs stick + to the plan, they gain a +2 sacred + bonus to AC, + saving throws, and all actions for the first round.

+ 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.

+ +

Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, + creepers, thistles, trees, vines, and so on) within long range (400 feet + 40 + feet per caster level) to become thick and overgrown. The plants entwine to form + a thicket or jungle that creatures must hack or force a way through. Speed drops + to 5 feet, or 10 feet for Large or larger creatures. The area must have brush + and trees in it for this spell to take effect. If this spell is cast on an area + that is already affected by any spell or effect that enhances plants, such as + entangle + or wall + of thorns, any DC involved with these spells is increased by 4. This bonus + is granted for 1 day after the casting of plant growth.

+ +

At your option, the area can be a 100-foot-radius circle, a 150-foot-radius + semicircle, or a 200-foot-radius quarter circle.

+ +

You may designate places within the area that are not affected.

+ +

Enrichment: This effect targets plants within a range of a half-mile, + raising their potential productivity over the course of the next year to one-third + above normal.

+ +

Plant growth counters diminish + plants.

This spell has no effect on plant creatures.

' + 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.

+ +

Small plant: If the form you take is that of a Small plant, you gain + a +2 size bonus to your Constitution + and a +2 natural armor bonus.

+ +

Medium plant: If the form you take is that of a Medium plant, you gain + a +2 size bonus to your Strength, + a +2 enhancement bonus to your Constitution, + and a +2 natural armor bonus.

+ +
' + 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 \u201C\ + danger.\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.

When\ + \ the sacrifice dies, its blood or ichor pools and hardens into a single red bloodstone.\ + \ This bloodstone contains the essence and spirit of the sacrificed creature,\ + \ allowing anyone holding the stone to activate the creature\u2019s highest-level\ + \ activated racial spell-like ability, taking the actions necessary to activate the stored spell-like ability. Any creature who holds the stone can activate it, but\ + \ the stone can be used only once per day (or the frequency of the creature\u2019\ + s spell-like\ + \ ability, whichever is less). If a creature has several racial spell-like abilities\ + \ of the same spell level, choose randomly from among them to determine which\ + \ one is stored in the bloodstone. The bloodstone can only store racial spell-like abilities that emulate a spell, including altered spells, like\ + \ invisibility (self only), but not unique spell-like abilities possessed by the creature. Abilities with altered effects\ + \ are still altered, so a creature activating the bloodstone for greater teleport\ + \ (self only) would affect only itself and a bloodstone storing summon\ + \ monster II (Small fire elemental only) would still only be able to summon a Small fire elemental. Additionally, the bloodstone can\u2019t store spell-like abilities\ + \ that duplicate spells with expensive components costing more than 250 gp.

The save DC, caster level, and other attributes of this ability remain the same as when\ + \ the creature was still alive, though the creature who activates the bloodstone\ + \ can choose the targets, area, or shape of the spell, and make other decisions,\ + \ such as controlling the target of dominate person. The bloodstone can take any actions necessary to manipulate\ + \ aspects of the spell, concentrating on the spell, redirecting the spell, and\ + \ so on, up to a full normal round\u2019s worth of actions.

If the sacrificed\ + \ creature doesn\u2019t die during the casting of the spell (for instance if it\ + \ was merely a summoned creature) or is brought back to life before the spell\u2019\ + s duration expires, the bloodstone loses its magical power. The fragment of the\ + \ creature\u2019s spirit trapped in the bloodstone does not hinder attempts to\ + \ restore the creature to life.

" + 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.

Detect poison reveals an inert poisonous balm only if the caster succeeds\ + \ at a caster level\ + \ check against a DC equal to 15 + your caster level. Attempts to identify poisonous balm with a skill check\ + \ incorrectly identify it as cure serious wounds (see the ruse descriptor). A fooled viewer mistakes poisonous\ + \ balm\u2019s aura as the lingering aura of an instantaneous effect.

" + 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.

A creature that succeeds at its save but remains in the cloud must + continue to attempt a new saving throw each round on your turn.

Poisonous + cloud can be made permanent with a permanency spell cast by a caster of 13th level + or higher, at a cost of 12,500 gp. A permanent poisonous cloud dispersed by wind + re-forms in 10 minutes.

' + 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.

Illumination\ + \ conditions are dropped by two steps (though only to darkness, not supernatural\ + \ darkness), and all creatures in the area take 5d6 points of cold damage and\ + \ 1d6 points of Dexterity damage per round. A successful Fortitude save each round negates the Dexterity damage but not the cold damage. Any creature that doesn\u2019t\ + \ move on its turn becomes encased in a sheath of ice equivalent to wall\ + \ of ice, is helpless, and cannot breathe. Corpses in the area for longer than 1 round\ + \ are transmuted into solid ice; reviving the icy corpse requires true resurrection, miracle, or wish. As a move action, you may move the area of effect up to 10 feet in any direction.

" + 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).

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 an elemental, + the spell functions as elemental + body I. If the form is that of a humanoid, + the spell functions as alter + self. The subject may choose to resume its normal form as a full-round + action; doing so ends the spell for that subject.

+ 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.

\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n
Changed Subject IsIncrease to Duration Factor*
Same kingdom (animal, vegetable, mineral)+5
Same class (mammals, fungi, metals, etc.)+2
Same size+2
Related (twig is\ + \ to tree, wolf fur is to wolf, etc.)+2
Same or lower Intelligence+2

*Add all that apply. Look\ + \ up the total on the next table.

\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n6\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n
Duration FactorDurationExample
020 minutesPebble\ + \ to human
21 hourMarionette to human
43 hoursHuman to\ + \ marionette
512 hoursLizard to manticore
2 daysSheep to wool coat
71 weekShrew to manticore
9+PermanentManticore to shrew

If the target of the\ + \ spell does not have physical ability scores (Strength, Dexterity, or Constitution), this spell grants a base score of 10 to each missing ability\ + \ score. If the target of the spell does not have mental ability scores (Intelligence, Wisdom, or Charisma), this spell grants a score of 5 to such scores. Damage taken by\ + \ the new form can result in the injury or death of the polymorphed creature.\ + \ In general, damage occurs when the new form is changed through physical force.\ + \ A non-magical object cannot be made into a magic item with this spell. Magic\ + \ items aren\u2019t affected by this spell.

This spell cannot create material\ + \ of great intrinsic value, such as copper, silver, gems, silk, gold, platinum,\ + \ mithral, or adamantine. It also cannot reproduce the special properties of cold\ + \ iron in order to overcome the damage reduction of certain creatures.

This\ + \ spell can also be used to duplicate the effects of baleful polymorph, greater\ + \ polymorph, flesh to stone, stone to flesh, transmute mud to rock,\ + \ transmute metal to wood, or transmute rock to mud.

" + 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).

At caster level 7th, this spell functions as beast shape II. At caster level 9th, it functions as beast shape III. At caster level 11th, it functions as beast shape IV.

" + 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.

\n

Analgesic: You do not feel minor aches and pains, such as\ + \ from arthritis, a cold, or a hangover, for 1 hour. For the duration, you gain\ + \ a +2 resistance bonus against pain-related spells.

\n

Clarity: You\ + \ get a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute. You must choose to use the bonus before making\ + \ the roll to which it applies.

\n

Hallucination: You have pleasant\ + \ hallucinations for 1 hour, such as wandering lights, music, playful surreal\ + \ animals, and so on. You can tell these are not real, but they are distracting,\ + \ and you take a \u20132 penalty on Perception checks for the duration.

\n

Intoxication: You feel\ + \ comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages.

\n\ +

Lucid Dream: If you take this panacea within 1 hour of going to sleep,\ + \ you have a lucid dream that is under your control and lasts for an hour.

\n\ +

Resistance: You gain a +1 resistance bonus on saves for 1 minute.

\n

Sleep: You enter a\ + \ pleasant and restful sleep for at least 1 hour unless wakened. If you would\ + \ normally begin sleeping at this time, when the panacea ends you continue sleeping\ + \ normally.

\n

Sobriety: You become completely sober for 1 hour, negating\ + \ any penalties to your actions for being drunk (GameMastery Guide 237). Magical\ + \ and alchemical methods (such as detect poison) still detect you as inebriated.\ + \ Time spent under the effect of this panacea do not count toward the time necessary\ + \ to sober up (it merely delays your intoxication).

\n

Tenacity: You\ + \ gain 1 temporary hit point for 1 minute.

\n

Wakefulness: You remain\ + \ awake for 2 hours without feeling sleepy, and without side effects such as jitteriness.\ + \ You gain a +5 resistance bonus against sleep-related spells such as lullaby and sleep. This use of the panacea merely delays\ + \ your need for sleep and does not count as rest or sleep. You can use it multiple\ + \ times in succession, but as each effect wears off, you are as tired as you would\ + \ be had you not used the panacea.

\n
" + 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.

This spell\ + \ does not heal creatures healed by positive energy; such creatures instead gain\ + \ a +2 bonus on saving throws against death effects, energy drain, negative\ + \ energy, and effects directly caused by haunts. This bonus lasts for 1 round.

\n" + 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.

If you are successful,\ + \ your life force occupies the host body. The host\u2019s soul is imprisoned with\ + \ you, but can still use its own senses (though it can\u2019t assert any influence\ + \ or use even purely mental abilities). You can communicate telepathically with\ + \ the host as if you shared a common language, but only with your consent. You\ + \ keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra\ + \ limbs doesn\u2019t allow you to make more attacks (or more advantageous two-weapon\ + \ attacks) than normal. You can\u2019t activate the body\u2019s extraordinary\ + \ or supernatural abilities, nor can you cast any of its spells or spell-like abilities.

As\ + \ a standard action, you can shift freely back to your own body regardless of\ + \ range, so long as it remains on the same plane. If the host\u2019s body is killed,\ + \ you return to your own body and the life force of the host departs (it is dead).\ + \ If your body is slain, when the spell expires or the host\u2019s body is killed,\ + \ you are slain. It is possible to cast this spell on a new target from within\ + \ another creature\u2019s body; this resets the duration. You still return to\ + \ your original body (not any intermediate body) when you take a standard action to do so or the spell\u2019s duration expires. Returning\ + \ to your body ends the spell. Creatures whose souls are their bodies, such as\ + \ incorporeal undead and non-native outsiders, use the effects of greater possession instead.

\n\n

Possession, Greater

\n\ +

School necromancy;\ + \ Level occultist 6, psychic 8, sorcerer/wizard 8, spiritualist 6, witch 8

\n

CASTING

\n

Casting Time 1 standard action
\nComponents V, S

\n

EFFECT

\n\ +

Range medium (100 ft. + 10 ft./level)
\nTarget one creature
\n\ + Duration 1 hour/level (D)
\nSaving Throw Will negates; Spell Resistance yes

\n

DESCRIPTION

This spell functions as possession, but when you possess\ + \ a host, You enter the host\u2019s body and your physical body vanishes. You\ + \ are ejected to the closest empty square upon expiration of the spell or upon\ + \ the host\u2019s death.

" + 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.

If the possessor\u2019s Will save is successful, you are affected by its possession attempt as normal,\ + \ and may attempt a saving throw against this possession attempt if one is normally\ + \ allowed. Regardless of whether the possessor fails or succeeds at its save against\ + \ possession trap, you immediately become aware of the possession attempt and whether\ + \ or not a creature is trapped in the focus gem. If the focus gem is destroyed\ + \ while it contains a creature, the creature is immediately released. Once this\ + \ spell is triggered, it offers no further protection, and a trapped creature\ + \ can attempt to possess you again once it\u2019s free of the focus gem.

" + 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.

\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n1d4+1 rounds\n\n\n
Hit PointsDuration
50 or lessPermanent
51-1001d4+1 minutes
101-200
" + 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.

\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Hit PointsDuration
50 or less4d4 rounds
51-1002d4 rounds
101-1501d4 rounds
" + 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 \u20134 penalty on these secondary saves.

After the first failed\ + \ save, the attitude each resident in the settlement has regarding the target\ + \ is worsened by one step.

For each additional failure, the target becomes\ + \ the victim of focused harassment. A group of residents taunts or attacks the\ + \ creature, potentially sending the authorities to investigate if the rumor indicates\ + \ criminal guilt.

The spell can be cast at any distance. The difficulty\ + \ of the save depends on your knowledge of the subject and what sort of physical\ + \ connection you have to that creature. The target gains the same bonuses and\ + \ penalties on its Will save to resist this spell as the bonuses and penalties that apply to\ + \ the scrying spell (including a +5 bonus if the target is on another plane), except\ + \ that you can\u2019t cast pox of rumors without at least a possession\ + \ or garment to use as the material component, and the target takes no penalty\ + \ when you use a possession or garment and only a \u20135 penalty when you use\ + \ a piece of the target\u2019s body. Pox of rumors is a curse, and until\ + \ its duration expires, it can be removed only by remove curse or similar magic.

" + 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.

For the duration\ + \ of the spell, food, water, plants, and other perishable objects affected by\ + \ the spell remain as fresh as they were when the spell was cast. The spell also\ + \ protects these objects against spells of the same level or lower that cause\ + \ spoilage, such as putrefy food and drink. When the duration of preserve expires, the objects\ + \ resume aging at their normal rate.

The spell also works on severed body\ + \ parts and the bodies of small creatures as per gentle repose, provided that the weight of the creature or part does not\ + \ exceed the spell\u2019s limit.

Preserve can be made permanent with a permanency spell by a caster of 9th level or higher for 500 gp.

" + 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.

These temporary hit points disappear at the end of the spell\u2019s duration.

When\ + \ the spell ends, each affected creature must succeed at a Will saving throw or take 1d4 points of Intelligence drain and 1d4 points of Charisma damage.

" + 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.

The sphere\u2019\ + s blindness effect on creatures with less than 8 HD lasts 2d4 x 10 minutes.

You\ + \ can pass into and out of the prismatic sphere and remain near it without\ + \ harm. When you\u2019re inside it, however, the sphere blocks any attempt to\ + \ project something through the sphere (including spells). Other creatures that\ + \ attempt to attack you or pass through suffer the effects of each color, one\ + \ at a time.

Typically, only the upper hemisphere of the globe exists, since\ + \ you are at the center of the sphere, so the lower half is usually occluded by\ + \ the floor surface you are standing on.

The colors of the sphere have the\ + \ same effects as the colors of a prismatic wall.

Prismatic sphere can be made permanent with\ + \ a permanency spell.

" + 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.

\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
1d8Color of\ + \ BeamEffect
1Red20\ + \ points fire damage (Reflex half)
2Orange40 points acid damage (Reflex half)
3Yellow80 points electricity damage (Reflex half)
4GreenPoison (Frequency 1/rd. for 6 rd.; Init. effect death;\ + \ Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
5BlueFlesh to stone (Fortitude negates)
6IndigoInsane, as insanity spell (Will negates)
7VioletSent to another plane (Will negates)
8Struck by two raysRoll twice more, ignoring any\ + \ \u201C8\u201D results

* See\ + \ poison.

" + 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.

The wall\u2019\ + s maximum proportions are 4 feet wide per caster level and 2 feet high per caster\ + \ level. A prismatic wall spell cast to materialize in a space occupied\ + \ by a creature is disrupted, and the spell is wasted.

Each color in the\ + \ wall has a special effect. The accompanying table shows the seven colors of\ + \ the wall, the order in which they appear, their effects on creatures trying\ + \ to attack you or pass through the wall, and the magic needed to negate each\ + \ color.

The wall can be destroyed, color by color, in consecutive order,\ + \ by casting the specified spells on the wall; however, the first color must be\ + \ brought down before the second can be affected, and so on. A rod of cancellation\ + \ or a mage\u2019s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic can only be used on the wall once all the other colors\ + \ have been destroyed. Spell Resistance is effective against a prismatic wall,\ + \ but the caster level check must be repeated for each color present.

Prismatic\ + \ wall can be made permanent with a permanency spell.

\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\nStops non-magical ranged weapons.
Deals 20 points of fire\ + \ damage (Reflex half).\n
\n\n\n\nOrange\n\n\n\n\n\nYellow\n\n\n\n\n\nGreen\n\n\n\n\n\n\n\n\n\n\n\nIndigo\n\n\n\n\n\n\n\n\n\n\n
OrderColorEffect of ColorNegated by
1stRedCone of cold
2ndStops magical ranged weapons.
Deals\ + \ 40 points of acid damage (Reflex half).
Gust of wind
3rdStops poisons, gases, and petrification.
Deals\ + \ 80 points of electricity damage (Reflex half).
Disintegrate
4thStops breath weapons.
Poison\ + \ (Frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect:\ + \ 1 Con/rd.; Cure 2 consecutive Fort saves).
Passwall
5thBlueStops divination and mental attacks.
Turned\ + \ to stone (Fortitude negates).
Magic missile
6thStops all spells.
Will save or become\ + \ insane (as insanity spell).
Daylight
7thVioletEnergy field destroys all objects and effects.*
Creatures\ + \ sent to another plane (Will negates).
Dispel magic or greater dispel magic

* The violet effect makes the special effects of the other six colors redundant,\ + \ but these six effects are included here because certain magic items can create\ + \ prismatic effects one color at a time, and Spell Resistance might render some\ + \ colors ineffective (see above).

" + 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.

In addition to providing illumination, + the flames can be hurled or used to touch enemies. You can strike an opponent + with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster + level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a + thrown weapon. When doing so, you attack with a ranged touch attack (with no range + penalty) and deal the same damage as with the melee attack. No sooner do you hurl + the flames than a new set appears in your hand. Each attack you make reduces the + remaining duration by 1 minute. If an attack reduces the remaining duration to + 0 minutes or less, the spell ends after the attack resolves.

This spell + does not function underwater.

+ 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\u2019\ + s 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).

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\ + \ good 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: 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.

You set the triggering condition\ + \ (which may be a special word) when casting the spell. The event that triggers\ + \ the illusion can be as general or as specific and detailed as desired but must\ + \ be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot\ + \ be based on some quality not normally obvious to the senses, such as alignment.\ + \ See magic mouth\ + \ for more details about such triggers.

" + 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).

You\ + \ can see through its eyes and hear through its ears as if you were standing where\ + \ it is, and during your turn you can switch from using its senses to using your\ + \ own, or back again, as a free action. While you are using its senses, your body\ + \ is considered blinded and deafened.

If you desire, any spell you cast whose range is touch or\ + \ greater can originate from the projected image instead of from you. The projected\ + \ image can\u2019t cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating\ + \ from the projected image.

Objects are affected by the projected image\ + \ as if they had succeeded on their Will save. You must maintain line of effect to the projected image at all\ + \ times. If your line of effect is obstructed, the spell ends. If you use dimension\ + \ door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily,\ + \ the spell ends.

" + 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.

More than one prophecy can come to mind when you cast\ + \ this spell, and each are of varying detail and accuracy.

Roll d% and add\ + \ your caster level\ + \ (maximum 10) to determine results this spell returns, as listed below.

\n\n\nd%\nResult\n\n\n\n\n\ + 1\u201325\nYour prophecy is vague,\ + \ difficult to interpret, or does not offer any new subjects for further investigation.\n\ + \n\n26\u201350\nYou divine\ + \ multiple prophecies for the subject, but you are unsure which applies. You have\ + \ enough information to gain a +5 bonus on Knowledge, Perception,\ + \ and Sense Motive\ + \ checks about the subject. If you discover more information about the subject\ + \ using these skills, you gain a +10 bonus when rolling on this table the next\ + \ time you cast this spell within 24 hours. You can gain this bonus only once\ + \ in a single 24-hour period.\n\n\n51\u201375\n\ + You identify multiple prophecies and know which single prophecy\ + \ is most likely to take effect and which is most likely to be false or fraudulent.\ + \ If no prophecy is accurate, you become aware of this. Even accurate prophecies\ + \ are often vague, and how easy it is to determine details from one is up to the\ + \ GM.\n\n\n76\u2013100\nYou gain accurate visions of a single prophecy regarding the subject. You know\ + \ what this prophecy means and what it foretells, it is generally accurate, and\ + \ it comes in the form of a single statement, though the timeline for when the\ + \ prophecy will come true might be vague. (For example, \u201CFlames shall consume\ + \ it within a month\u201D if the subject is a tavern destined to burn, or \u201C\ + The murderer shall be discovered by a hero\u201D if the subject is a murder victim.)\n\ + \n\n" + 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.

Only the capital that the\ + \ room normally generates increases\u2014 rooms that do not already generate Magic,\ + \ for instance, do not generate Magic because of this spell.

While this\ + \ spell is in effect, neither you nor your allies can further interact with the\ + \ affected room or the spell\u2019s effects immediately end. You cannot spend\ + \ downtime actions to run a business with a room that is affected by this spell,\ + \ though any employees or workers that operate within the room may continue to\ + \ do so normally.

" + 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\u2019\ + t 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.

Protection + from energy overlaps (and does not stack with) resist + energy. If a character is warded by protection from energy and + resist + energy, the protection spell absorbs damage until its power is + exhausted.

+ 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.

First, the subject gains a +2 deflection + bonus to AC and a +2 resistance + bonus on saves. Both these bonuses apply against attacks made or effects created + by evil creatures.

Second, the subject immediately receives another + saving throw (if one was allowed to begin with) against any spells or effects + that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, + command, + and dominate + person). This saving throw is made with a +2 morale + bonus, using the same DC as the original effect. If successful, such effects + are suppressed for the duration of this spell. The effects resume when the duration + of this spell expires. While under the effects of this spell, the target is immune + to any new attempts to possess or exercise mental control over the target. This + spell does not expel a controlling life force (such as a ghost + or spellcaster using magic jar), + but it does prevent them from controlling the target. This second effect only + functions against spells and effects created by evil creatures or objects, subject + to GM discretion.

Third, the spell prevents bodily contact by evil + summoned creatures. This causes the natural weapon attacks of such creatures to + fail and the creatures to recoil if such attacks require touching the warded creature. + Summoned creatures that are not evil are immune to this effect. The protection + against contact by summoned creatures ends if the warded creature makes an attack + against or tries to force the barrier against the blocked creature. Spell + Resistance can allow a creature to overcome this protection and touch the + warded creature.

+ + ' + 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.

This spell creates a magical\ + \ barrier around the subject at a distance of 1 foot. The barrier moves with the\ + \ subject and has three major effects.

First, the subject gains a +4 deflection bonus to AC and a +4 resistance bonus on saves when targeted by creatures of the chosen subtype.

Second,\ + \ the subject immediately receives another saving throw (if one was allowed to\ + \ begin with) against any spells or effects that possess or exercise mental control\ + \ over the target creature. This functions in the same fashion as protection from evil, but only when the effect stems from outsiders of the chosen subtype, and the target\u2019s saving throw is made\ + \ with a +4 morale bonus (using the same DC as the original effect).

Third, the\ + \ spell prevents bodily contact by summoned creatures of the chosen subtype in\ + \ the same manner as detailed in protection from evil.

This spell\u2019s descriptor varies depending\ + \ on the outsider race selected, gaining the alignment descriptors opposite to the alignment of the outsider race\u2014for example, lawful and good if the race is chaotic and\ + \ evil, chaotic if the selected race is lawful, or none if the selected race is\ + \ neutral.

" + 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.

First, the + target gains a +2 deflection + bonus to AC and a +2 resistance + bonus on saving throws. Both of these bonuses apply against attacks made or + effects caused by technological objects and creatures with the robot subtype.

Second, + the target immediately receives another saving throw (if one was allowed to begin + with) against any technological effects that exercise mental control over the + creature, including the effects of pharmaceuticals. The target gains a +2 morale + bonus on this saving throw, using the same DC as the original effect. If the + target succeeds at this save, such effects are suppressed for the duration of + this spell. The effects resume when the duration of this spell expires. While + under the effects of this spell, the target is immune to any new attempts to exercise + mental control over her using technological means.

+ 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.

A protective spirit occupies\ + \ your space, and moves with you. It cannot be attacked or harmed by physical\ + \ attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation\ + \ affects it. A protective spirit\u2018s AC against touch attacks is 10 + your Dexterity modifier.

" + 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.

While the individual\ + \ eyes are quite fragile, they\u2019re small and difficult to spot. Each eye is\ + \ a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8\ + \ bonus for its size), flies at a speed of 30 feet with a +20 bonus on Fly skill checks and a +16 bonus on\ + \ Stealth skill checks.\ + \ It has a Perception\ + \ modifier equal to your caster level (maximum +15) and is subject to illusions,\ + \ darkness, fog, and any other factors that affect your ability to receive visual\ + \ information about your surroundings. An eye traveling in darkness must find\ + \ its way by touch.

When you create the eyes, you specify instructions you\ + \ want them to follow in a command of no more than 25 words. Any knowledge you\ + \ possess is known by the eyes as well.

In order to report their findings,\ + \ the eyes must return to your hand. Each replays in your mind all it has seen\ + \ during its existence. It takes an eye 1 round to replay 1 hour of recorded images.\ + \ After relaying its findings, an eye disappears.

If an eye ever gets more\ + \ than 1 mile away from you, it instantly ceases to exist. However, your link\ + \ with the eye is such that you won\u2019t know if the eye was destroyed because\ + \ it wandered out of range or because of some other event.

The eyes exist\ + \ for up to 1 hour per caster level or until they return to you. Dispel magic\ + \ can destroy eyes. Roll separately for each eye caught in an area dispel. Of\ + \ course, if an eye is sent into darkness, it could hit a wall or similar obstacle\ + \ and destroy itself.

" + 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.

You create a mental landscape\ + \ that provides succor and calm for you, such as a library, sitting room, garden,\ + \ or childhood tree house. You can spend up to 15 minutes in your psychic asylum.

While\ + \ you are within, no time passes for your body, and when you emerge you can continue\ + \ with your turn. The mindscape is overt, finite, and has a rapid passage of time.

While\ + \ within the mindscape, you can consult any text, recall any conversation, or\ + \ remember any image that you have been exposed to with perfect clarity and recollection,\ + \ as if you had an eidetic memory. You must have seen or heard the material within\ + \ a time frame of 1 week per level. For example, you might wish to reexamine a\ + \ passage of text from an ancient manuscript you rapidly scanned in a library\ + \ 2 weeks prior. While in the psychic asylum, you can perfectly recall the precise\ + \ layout of the text within the ancient manuscript and read it word for word.\ + \ Once

You emerge from the psychic asylum, you can recall the details of\ + \ what you had just studied as clearly as if you had just looked at it, but you\ + \ no longer have total recall of the material.

If you\u2019re able to prepare\ + \ spells, you can use the time to prepare a single spell. For example, if you\ + \ were poisoned, you could use your swift action to cast psychic asylum, pray and meditate for the full 15 minutes\ + \ to gain neutralize poison, then emerge from the mindscape and immediately cast the\ + \ spell upon yourself as your standard action.

Any mind-affecting spell that was affecting you before you cast the spell continues\ + \ to expend its duration on you while you are within the psychic asylum, so you\ + \ can use this spell to wait out the effects of such a condition. Effects that\ + \ are currently affecting your body do not expend additional duration while you\ + \ are in the psychic asylum, but you also don\u2019t experience their effects\ + \ during the time spent there.

" + 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.

\n" + 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.

Your\ + \ psychic image looks, sounds, and smells like you, but is intangible. While your\ + \ mind occupies the image, you control it as though it were your own body, but\ + \ you cannot directly affect physical objects. Your image moves with a fly speed\ + \ of 60 feet and perfect maneuverability. Your senses perceive only what the image\ + \ can see and hear while occupying it, and your own body is considered blind, deaf,\ + \ and helpless. You can switch between the image and your body as a swift action.\ + \ While your mind is in your body, the image is similarly helpless.

Your image can pass through solid objects as though you are\ + \ incorporeal. It cannot go farther into a solid object than your space (5\ + \ feet for a Small or Medium creature). It can\u2019t be damaged by most attacks\ + \ or effects, whether or not they affect incorporeal creatures. However, mind-affecting effects targeted against or affecting your psychic image have\ + \ their full effect on you whenever your mind occupies it.

If you desire,\ + \ you can cast any psychic spell or spell-like ability with a range of touch or greater while your mind occupies\ + \ your image. You can\u2019t cast non-psychic spells through the image, even if\ + \ you possess them. The psychic image can cast only psychic illusion\ + \ spells on itself. The spells affect other targets normally, despite originating\ + \ from the psychic image.

Objects are affected by the psychic image as if\ + \ they had succeeded at their Will saves. You need not maintain line of effect to your psychic image, but\ + \ if you cross into another plane even for an instant, such as via blink,\ + \ dimension door, or similar spells, the spell ends.

" + 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\u2019s 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.

A successful skill check reveals to you one of the following\ + \ pieces of information of your choice, plus one additional piece of information\ + \ for every 5 points by which your check result exceeds 20: age, alignment, class\u2020, feats\u2020, gender, native language, place of origin,\ + \ race or ethnicity, racial traits\u2020, religion, sexual orientation, or training\ + \ in a Craft, Perform, or Profession skill. For items marked with a cross (\u2020), if the target has\ + \ more than one of these features, each one you discover counts as a piece of\ + \ information.

There\u2019s a 70% chance that all information you receive\ + \ is correct. This roll is made secretly. Otherwise, on a roll of 71\u201380,\ + \ You receive one false piece of information, on a roll of 81\u201390 you receive\ + \ two, and on a roll of 91\u2013100 you receive three. You can\u2019t get more\ + \ false information than the total number of pieces of information you discover.

" + 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\u2019\ + s 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 \u2013\ + 2 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\u2014\ + an 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\u2019s 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.

Any nonevil creature that attempts\ + \ to attack a creature in this form must succeed at a Will saving throw (using the DC of the spell) to overcome feelings of guilt\ + \ and protectiveness toward the young and innocent-seeming creature. On a failed\ + \ saving throw, it cannot follow through with the attack, that part of the action\ + \ is lost, and it can\u2019t directly attack the transformed creature for the\ + \ duration of the spell or until the spell\u2019s target attacks it. This part\ + \ of the spell is a mind-affecting (emotion) effect. Evil creatures have no qualms\ + \ about attacking the target of this spell, in fact, some particularly heinous\ + \ creatures might go out of their ways to do the target harm.

" + 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.

Incorporeal creatures take full damage from purge spirit.

" + 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.

Permanent conditions and ability drain + are not affected by this spell.

+ 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.

You restore a number of hit points to the creature equal to 3d8 + 1 per caster level (maximum +20). If the healing would cause the target to exceed its maximum hit points, the target immediately gains half the excess healing from this spell as temporary hit points that last for 1 hour. These temporary hit points are lost first when the target takes damage (although\ + \ some temporary hit points are lost even before these temporary hit points, such as the temporary hit points from the shell of succor oracle mystery or the shell of succor hex granted by the\ + \ restoration spirit specialization).

This spell also ends any pain effects,\ + \ removes all physical ability score damage (from Strength, Dexterity, and Constitution), and removes the following conditions: blinded, dazzled, deafened, nauseated, paralyzed, and sickened.

" + 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.

Although potions and elixirs are unaffected + by the normal use of the spell, you can instead choose to target a single such + object with this spell, destroying it if it fails a Saving Throw.

+ 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\u2019\ + s save DC. Magic items require a successful Spellcraft or Use Magic Device skill check against the spell\u2019s save DC.

Alternatively,\ + \ this spell can be cast on a single touched object that weighs up to 5 pounds\ + \ per the caster\u2019s level. Use of this object becomes a puzzle even to those\ + \ previously familiar with it. Any creature attempting to use an item affected\ + \ in this way is treated as though the creature was the target of puzzle box for\ + \ that item only. When cast on an object, the duration of this spell is permanent.

" + 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.

Each\ + \ round, the damage dealt is reduced to half as many d6; the spell expires when\ + \ it would deal no damage. If the target moves, the pyrotechnic eruption follows,\ + \ even if the target teleports.

Anyone attempting to touch the target takes damage, using the same amount of dice as the last\ + \ time the target attempted a save (Reflex half). A creature can take the place of the target by bull rushing\ + \ or grappling\ + \ it and switching places. The new creature then automatically takes the current\ + \ round\u2019s damage with no saving throw and can begin to attempt Reflex saves starting\ + \ on its next turn.

" + 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.

+ +

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, + colored aerial lights. This effect causes creatures within 120 feet of the fire + source to become blinded + for 1d4+1 rounds (Will negates). These creatures must have line of sight to the + fire to be affected. Spell + resistance can prevent blindness.

+ +

Smoke Cloud: A stream of smoke billows out from the fire, forming a + choking cloud that spreads 20 feet in all directions and lasts for 1 round per + caster level. All sight, even darkvision, + is ineffective in or through the cloud. All within the cloud take -4 penalties + to Strength + and Dexterity + (Fortitude + negates). These effects last for 1d4+1 rounds after the cloud dissipates or after + the creature leaves the area of the cloud. Spell resistance does not apply.

+ +
' + 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 \u201310 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.

Multiple castings of this spell\ + \ stack. Damage from sources other than the creature, such as objects and magic\ + \ items, is not reduced.

If the damage of one of the creature\u2019s effects\ + \ is negated entirely, any additional effects associated with that damage (such\ + \ being stunned by sound burst or set on fire by a fire elemental) are also negated. At 13th level, you reduce the target\u2019\ + s damage by 20 points, and at 19th level, you reduce the target\u2019s damage\ + \ by 30 points.

If the target succeeds on its saving throw, the spell\u2019\ + s duration is reduced to 1 round.

" + 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.

Each creature with the + fire + subtype within the area of a quench spell takes 1d6 points of damage per + caster level (maximum 10d6, no save allowed).

Alternatively, you can target + the spell on a single magic item that creates or controls flame. The item loses + all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. Artifacts + are immune to this effect.

+ 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\u2019t be made to seem whole.

This\ + \ illusion has visual\ + \ and tactile components.\ + \ Careful examination of or handling the target grants a saving throw to disbelieve,\ + \ but casual observation does not. Using a broken object for its intended purpose\ + \ automatically reveals the deception. Appraise checks to assess the value of an object affected by quintessence\ + \ estimate the value as an item of its type in perfect condition, unless the appraiser\ + \ disbelieves the illusion.

Unwilling\ + \ targets can negate the spell\u2019s effect on them with successful Will saves or with\ + \ spell resistance. Those who interact with the target can attempt Will saves to see\ + \ through the glamer,\ + \ but spell resistance doesn\u2019t apply. Quintessence counters and dispels\ + \ decrepit disguise.

" + 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.

Planewarp: This allows\ + \ the caster to create various objects or effects. When this spell is cast, you\ + \ can replicate a number of effects from one or more of the following spells:\ + \ control water, diminish plants, fog cloud, major creation, move earth, plant growth, secure shelter, soften earth and stone, spike growth, spike stones, stone shape, transmute mud to rock, transmute rock to mud, wall of stone, or wall of thorns. The total spell levels of effects to be created must not\ + \ exceed 8. For example, you could use this spell to replicate the effects of\ + \ fog cloud, secure shelter, and soften earth and stone (since these three spells have levels that add up\ + \ to 8) or diminish plants and spike stones (since these two spells have levels that add up to 7), but not\ + \ move earth and plant growth (since these two spells have levels that add up to 9).

If\ + \ a spell appears on different spell lists at different levels, use the lowest\ + \ level\u2014control water, for example, counts as a 4th-level spell even though it\u2019\ + s a 6th-level spell for sorcerers and wizards.

This list need not be exhaustive; at the GM\u2019s discretion,\ + \ this list may be expanded to include similar spells from other sources or similarly\ + \ themed effects that do not mimic specific spells. This version of the spell has a casting time of 1 round and lasts for 1 hour per caster level or until its effects are expended.

Shape Realm: This functions\ + \ similarly to create demiplane, except that it alters an equivalent area of the plane the\ + \ caster is on rather than creating a self-contained realm on the Astral or Ethereal Plane. You cannot grant the affected area an alignment or essence trait opposed by the plane\u2019s traits (such as granting\ + \ the lawful-aligned trait to a portion of Elysium), and the area is not self-contained. At the GM\u2019s discretion,\ + \ additional restrictions beyond those listed in the create demiplane\ + \ spell may limit this spell\u2019s effects, and additional options for customizing\ + \ the affected area may be available. This version of the spell has a casting time of 4 hours\ + \ and lasts for 1 day per caster level. This version of quintessence mastery can be made permanent\ + \ in the same way and for the same cost as create demiplane. This version of quintessence mastery does not function\ + \ within the boundaries of a divine realm.

" + 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.

In + addition to any bonuses for the masterwork quality, the object gains other bonuses. + Skill kits and other equipment add an additional +1 insight + bonus for every 4 caster levels you possess to skill checks made with them + that already receive a bonus from the skill kit. Armor and weapons gain temporary + hit points equal to your caster + level. If the object already has an enhancement + bonus, this bonus increases by 1. If the object of the spell has hardness, + that hardness + increases by 5.

+ 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.

In addition,\ + \ others are uncomfortable acting against you. Creatures with an Intelligence of 3 or more take a \u20132 penalty on all opposed checks made\ + \ against you, such as Sense Motive checks made to determine if you\u2019re bluffing, or Perception checks made to notice\ + \ you when you\u2019re using Stealth to sneak (a result of their not wanting to question whether you belong\ + \ there, and thus giving you the benefit of the doubt).

" + 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.

You must have + line of sight to the intended area. The arrows deal 1d6 points of piercing damage + per caster level + (maximum 20d6) to each creature and object in a 15-foot radius centered on the + targeted square or intersection.

If the arrows used as a material component + are all made of the same material (such as cold + iron), the arrows created by the spell are also made of that material.

+ 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.

Putting\ + \ it all together\u2026

To save you the effort of looking up 5 different\ + \ things, the wording (if combined with summon swarm) would be:

" + 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.

With a simple gesture (a free action), you\ + \ can make the rainbow pattern move up to 30 feet per round (moving its\ + \ effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to remain\ + \ within the effect. Fascinated creatures who are restrained and removed from the pattern still\ + \ try to follow it. If the pattern leads its subjects into a dangerous area, each\ + \ fascinated creature gets a second save. If the view of the lights is completely\ + \ blocked, creatures who can\u2019t see them are no longer affected.

The\ + \ spell does not affect sightless creatures.

" + 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\u2019s soul must be free and willing to return. If the subject\u2019\ + s soul is not willing to return, the spell does not work; therefore, a subject\ + \ that wants to return receives no saving throw.

Coming back from the dead\ + \ is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points\ + \ of Constitution drain instead (if this would reduce its Con to 0 or less, it can\u2019t be raised). A character who died with spells\ + \ prepared has a 50% chance of losing any given spell upon being raised. A spellcasting\ + \ creature that doesn\u2019t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it\ + \ had been used to cast a spell.

A raised creature has a number of hit points\ + \ equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases\ + \ and curses are not undone. While the spell closes mortal wounds and repairs lethal\ + \ damage of most kinds, the body of the creature to be raised must be whole. Otherwise,\ + \ missing parts are still missing when the creature is brought back to life. None\ + \ of the dead creature\u2019s equipment or possessions are affected in any way\ + \ by this spell.

A creature who has been turned into an undead creature\ + \ or killed by a death effect can\u2019t be raised by this spell. Constructs,\ + \ elementals, outsiders, and undead creatures can\u2019t be raised. The spell\ + \ cannot bring back a creature that has died of old age.

" + 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.

A + creature cannot benefit more than once from the same casting of 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\u2019\ + s 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.

The subject\ + \ is immediately exhausted for the spell\u2019s duration. A successful Fortitude save means the creature is only fatigued.

A character that is already fatigued instead becomes exhausted.

This\ + \ spell has no effect on a creature that is already exhausted. Unlike normal exhaustion\ + \ or fatigue, the effect ends as soon as the spell\u2019s duration expires.

" + 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).

Read magic\ + \ can be made permanent with a permanency spell.

" + 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.

Check + out the Random + Weather Generator!

+ 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.

When the targeted weapon is used to reduce a living + creature to 0 or fewer hit + points, it gains a +1 profane + bonus on damage rolls.

This bonus increases by 1 for each creature reduced + to 0 hit + points or fewer with that weapon, up to a maximum bonus equal to 1/2 your + caster level.

+ 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\u2019s 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.

Constructs with more than twice as many Hit Dice as your caster level cannot be targeted by this spell.

" + 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.

Your + enemies take 1d8 points of damage per two caster levels (maximum 5d8) and are + staggered + for 1 round. Half of this damage is sonic damage, but the other half results directly + from divine power and is therefore not subject to being reduced by resistance + to sonic-based attacks. Rebuke is especially devastating to foes who worship + your god, inflicting 1d6 points of damage per caster + level (maximum 10d6) and stunning + them for 1d4 rounds. A successful Fortitude + save halves the damage and negates the staggering + or stunning + effect.

Enemies do not need to hear a rebuke to be harmed by it, + but it is negated by magical silence.

+ 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.

\n\n\n\ + \n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ConditionLesser Condition
BlindedDazzled
ExhaustedFatigued
FrightenedShaken
NauseatedSickened

At the end of the spell\u2019\ + s duration, the targets are again subject to the appropriate penalties if the\ + \ original conditions affecting the target are still in effect.

" + 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\u2019\ + s effect.

Reckless infatuation counters unadulterated\ + \ loathing.

" + 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\u2019s 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.

The living target gains the physical appearance and size\ + \ of the corpse, and gains its abilities as defined in alter self as well as any\ + \ immunities, weapon proficiencies, weaknesses, and spell resistance the dead\ + \ target had while living. The living target gains a +20 circumstance bonus on\ + \ Disguise checks to impersonate the individual whose corpse is targeted by this\ + \ spell. The disguise created by recorporeal incarnation lasts for a number of\ + \ weeks equal to your caster level, or until the focus item is moved more than\ + \ 30 feet away from the living target. When the effect ends, the living target\ + \ returns to its normal form, sloughing off the corpse\u2019s flesh.

The\ + \ greatest strength of recorporeal incarnation is the difficulty of detecting\ + \ it as a disguise. If subjected to detect magic, the living target sheds no magical\ + \ aura, though the focus item gives off an aura of strong necromantic magic. True\ + \ seeing does not reveal the living target\u2019s true form, since the corpse\u2019\ + s flesh magically obscures it. The spell detect undead and similar effects indicate\ + \ the living target is an undead creature, but the target is not truly undead,\ + \ and is not affected by any other effects that target undead creatures. Recorporeal\ + \ incarnation does not disguise the target\u2019s alignment.

If the living\ + \ target of recorporeal incarnation dies while the spell is in effect, the spell\ + \ continues. Any raise dead or similar spell cast upon that target resurrects\ + \ that target, not the corpse flesh. Since recorporeal incarnation destroys the\ + \ majority of the target corpse\u2019s physical remains, the target corpse cannot\ + \ be restored to life except by miracle, resurrection, true resurrection, or wish.

Recorporeal\ + \ incarnation can be made permanent by a 15th level caster using permanency with\ + \ a material component worth 17,500 gp.

" + 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.

The\ + \ killer\u2019s right hand becomes stained indelibly red, and this stain can\u2019\ + t be removed (although it can be hidden by magical or mundane means, such as disguise self or by wearing gloves). If the killer is not humanoid, or doesn\u2019t have a right hand for some other reason, the spell\ + \ instead causes a red stain in the shape of a hand to appear elsewhere on the\ + \ creature\u2019s body (typically on the chest).

This spell affects only\ + \ the creature that directly killed the targeted corpse. Other individuals that\ + \ contributed to the target\u2019s death are unaffected, and if the victim did\ + \ not die from violence or died indirectly (for instance, if the creature died\ + \ from suffocating after someone trapped it in a room filling with water), then\ + \ the spell has no effect. The killer can attempt a Will save to resist the spell\u2019s effects. Distance is not a factor, but\ + \ the killer must be on the same plane as you at the time you cast the spell,\ + \ or the spell fails. Once a corpse has acted as the focus for red hand of the\ + \ killer, it can never act as the focus for another casting of red hand of the\ + \ killer.

" + 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).

\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n1d3\n\n\n\n\n\n\n\ + \n\n\n\n1d2\n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n1d8\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n
Table: Weapon Damage\ + \ Size Conversion
Tiny Weapon DamageSmall Weapon DamageMedium Weapon\ + \ DamageLarge Weapon DamageHuge Weapon Damage
\u201411d21d4
11d21d31d41d6
1d31d41d61d8
1d31d41d61d82d6
1d41d62d63d6
1d61d81d102d83d8
1d81d101d123d64d6
1d41d62d42d63d6
1d81d102d63d64d6
1d102d62d83d84d8
2d62d82d104d86d8
" + 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\u2019s size category to the next smaller one. The target gains\ + \ a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases\ + \ to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that\ + \ it must enter an opponent\u2019s square to attack). A Large humanoid creature\ + \ whose size decreases to Medium has a space of 5 feet and a natural reach of\ + \ 5 feet. This spell doesn\u2019t change the target\u2019s speed.

All equipment\ + \ worn or carried by a creature is similarly reduced by the spell.

Melee\ + \ and projectile weapons deal less damage. Other magical properties are not affected\ + \ by this spell. Any reduced item that leaves the reduced creature\u2019\ + s possession (including a projectile or thrown weapon) instantly returns to its\ + \ normal size. This means that thrown weapons deal their normal damage (projectiles\ + \ deal damage based on the size of the weapon that fired them).

Multiple\ + \ magical effects that reduce size do not stack. Reduce person counters\ + \ and dispels enlarge person.

Reduce person can be made permanent with\ + \ a permanency spell.

\n\n\n\n\n\n\n\ + \n\n\n\n\n\u2014\n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n1d4\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n
Table:\ + \ Weapon Damage Size Conversion
Tiny\ + \ Weapon DamageSmall Weapon DamageMedium Weapon DamageLarge Weapon DamageHuge Weapon Damage
11d21d31d4
11d21d31d41d6
1d21d31d61d8
1d31d41d61d82d6
1d41d61d82d63d6
1d61d81d102d83d8
1d81d101d123d64d6
1d41d62d42d63d6
1d81d102d63d64d6
1d102d62d83d84d8
2d62d82d104d86d8
\n" + 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\u2019\ + s 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.

The target gains a deflection + bonus to its AC equal to half your caster + level. This bonus lasts until the beginning of your next turn. You can cast + this spell as a reaction to an attack, but you must do so before the result of + the attack is revealed.

+ 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).

You can alter the spell\ + \ when casting it so that it transports you to within 10 feet of the possessor\ + \ of the item when it is broken and the command word spoken. You will have a general\ + \ idea of the location and situation of the item possessor at the time the refuge\ + \ spell is discharged, but once you decide to alter the spell in this fashion,\ + \ you have no choice whether or not to be transported.

" + 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.

Regenerate also cures 4d8 points\ + \ of damage + 1 point per caster level (maximum +35), rids the subject of exhaustion\ + \ and fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures\ + \ (including undead).

" + 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\u2019\ + s soul is not willing to return, the spell does not work; therefore, a subject\ + \ that wants to return receives no saving throw.

Since the dead creature\ + \ is returning in a new body, all physical ills and afflictions are repaired.\ + \ The condition of the remains is not a factor. So long as some small portion\ + \ of the creature\u2019s body still exists, it can be reincarnated, but the portion\ + \ receiving the spell must have been part of the creature\u2019s body at the time\ + \ of death. The magic of the spell creates an entirely new young adult body for\ + \ the soul to inhabit from the natural elements at hand. This process takes 1\ + \ hour to complete. When the body is ready, the subject is reincarnated.

A\ + \ reincarnated creature recalls the majority of its former life and form. It retains\ + \ any class abilities, feats, or skill ranks it formerly possessed. Its class,\ + \ base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject\u2019\ + s racial adjustments (since it is no longer necessarily of his previous race)\ + \ and then apply the adjustments found below to its remaining ability scores.\ + \ The subject of the spell gains two permanent negative levels when it is reincarnated. If the subject is 1st level, it\ + \ takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can\u2019t be reincarnated). A character who died with\ + \ spells prepared has a 50% chance of losing any given spell upon being reincarnated.\ + \ A spellcasting creature that doesn\u2019t prepare spells (such as a sorcerer) has a 50%\ + \ chance of losing any given unused spell slot as if it had been used to cast\ + \ a spell.

It\u2019s possible for the change in the subject\u2019s ability\ + \ scores to make it difficult for it to pursue its previous character class. If\ + \ this is the case, the subject is advised to become a multiclass character.

For\ + \ a humanoid creature, the new incarnation is determined using the table below.\ + \ For non-humanoid creatures, a similar table of creatures of the same type should\ + \ be created.

A creature that has been turned into an undead creature or\ + \ killed by a death effect can\u2019t be returned to life by this spell. Constructs,\ + \ elementals, outsiders, and undead creatures can\u2019t be reincarnated. The\ + \ spell can bring back a creature that has died of old age.

The reincarnated\ + \ creature gains all abilities associated with its new form, including forms of\ + \ movement and speeds, natural armor, natural attacks, extraordinary abilities,\ + \ and the like, but it doesn\u2019t automatically speak the language of the new\ + \ form.

A wish or a miracle spell can restore a reincarnated character\ + \ to his or her original form.

\n\n\n\n\nIncarnation\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\nDwarf\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\nGnome\n\ + \n\n\n\n\n\n\n\n\n\ + \n\n\n\nHalf-elf\n\n\n\ + \n\n\n\nHalf-orc\n\n\n\ + \n\n\n\nHalfling\n\n\n\ + \n\n\n\nHuman\n\ + \n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\nOrc (ARG Orc)\n\n\n+0\n\n\n\n\n\n\n\ + \n\n\n\nOther (GM\u2019s choice)\n\n?\n\n\n\n
\r\ + \n Official \r\n
d%StrDexCon
01Bugbear+4+2+2
02-13+0+0+2
14-25Elf+0+2-2
26Gnoll+4+0+2
27-38-2+0+2
39-42Goblin (ARG Goblin)-2+2+0
43-52+0+2+0
53-62+2+0+0
63-74-2+2+0
75-89+0+0+2
90-93Kobold (ARG Kobold)-4+2-2
94Lizardfolk+2+0+2
95-98+4+0
99Troglodyte+0-2+4
100??

Unofficial\ + \ Table

The info below is unofficial and was compiled by Ramiro Murga,\ + \ and originally appeared here.

\n\n\n\n\n\ + \n\n\n\ + \n\nTraits lost/gained\n\n\n\n\nAasimar\n\n\n\n\nMedium, 30\u2032\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\ + \n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nElf\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\nType, enchantment resistance, water-dependent, Amphibious\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\ + \n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\nNatural armor, natural attacks\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\nOrc\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\u2013\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\ + \n
Raced%StrDexConSize & SpeedSenses
1-2\u2013\ + \u2013\u2013Darkvision (60\u2032\ + )Type Outsider), celestial resistance, spell-like ability
Android3\u2013+2\u2013Medium, 30\u2032\u2013Alert,\ + \ exceptional senses, constructed, nanite surge
Bugbear4+4+2+2Medium, 30\u2032Darkvision (60\u2032)\u2013
Catfolk5\u2013+2\u2013Medium, 30\u2032Low-light visionCat\u2019s luck, natural hunter, sprinter
Changeling6\u2013\ + \u2013-2Medium, 30\u2032Darkvision (60\u2032)Natural armor, claws, inherited trait (1 at random)
Dhampir7\u2013+2-2Medium, 30\u2032Darkvision (60\u2032), low-light visionUndead resistance, resist level drain, spell-like abilities, light sensitivity, negative energy affinity
Drow8-9\u2013+2-2Medium, 30\u2032\ + Darkvision (120\u2032)Keen\ + \ Senses, immunities, spell resistance, spell-like abilities, light blindness
Duergar10\u2013\u2013+2Medium, 20\u2032 (slow & steady)Darkvision (120\u2032\ + )Duergar immunities, stability, spell-like abilities, light sensitivity
Dwarf11-18\u2013\ + \u2013+2Medium, 20\u2032 (slow & steady)Darkvision\ + \ (60\u2032)Hardy, Stability
19-26\u2013+2-2Medium, 30\u2032\ + Low-light visionElven immunities,\ + \ keen senses
Fetchling27\u2013\ + +2\u2013Medium, 30\u2032Darkvision (60\u2032), low-light\ + \ visionShadow blending, shadowy resistance, spell-like abilities
Gathlain28\u2013\ + +2-2Small, 30\u2032 (fly 30\u2032)Low-light visionType, natural armor, spell-like ability
Ghoran29\u2013\u2013+2Medium, 30\u2032\u2013Type,\ + \ delicious, natural armor, natural magic, ghorus seed, light-dependent
Gillmen30\u2013\u2013+2Medium, 30\u2032 (swim 30\u2032)\u2013
Gnoll31+2\u2013+2Medium, 30\u2032Darkvision (60\u2032)Natural armor
Gnome32-39-2\u2013+2Small, 20\u2032Low-light visionIllusion resistance, keen senses, gnome magic
Goblin40-41-2+4\u2013Small, 30\u2032Darkvision (60\u2032)\u2013
Grippli42-2+2\u2013Small, 30\u2032 (climb 20\u2032)Darkvision (60\u2032\ + )Camouflage, swamp stride
Half-Elf43-46\u2013+2\u2013Medium,\ + \ 30\u2032Low-light visionElven immunities, keen senses
Half-orc47-50+2\u2013\ + \u2013Medium, 30\u2032Darkvision (60\u2032)Intimidating,\ + \ orc ferocity, orc blood
Halfling51-58-2+2\u2013Small, 20\u2032\u2013Halfling\ + \ luck, sure-footed, keen senses
Hobgoblin59\u2013+2+2Medium, 30\u2032Darkvision (60\u2032)\u2013
Human60-69\u2013\ + \u2013+2Medium, 30\u2032\u2013\u2013
Ifrit70\u2013+2\u2013Medium, 30\u2032Darkvision (60\u2032)Type, energy resistance, spell-like ability, fire affinity
Kasatha71\u2013+2\u2013Medium, 30\u2032\u2013Desert\ + \ runner, jumper, multi-armed
Kitsune72-2+2\u2013Medium, 30\u2032\ + Low-light visionType, agile,\ + \ change shape, kitsune magic, natural weapon
Kobold73-74-4+2-2Small, 30\u2032Darkvision (60\u2032)Armor, light sensitivity
Lashunta75*+2\u2013*-2Medium, 30\u2032\u2013Lashunta magic, limited Telepathy, sexual dimorphism (male +2 Str, female -2 Con)
Lizardfolk76+2\u2013+2Medium, 30\u2032 (swim 30\u2032)\u2013
Merfolk77\u2013+2+2Medium, 5 (swim 50)Low-light visionType, armor, legless, amphibious
Nagaji78+2\u2013\u2013Medium, 30\u2032Low-light visionArmored scales, resistant, serpent\u2019s senses
79-80+4\u2013\u2013Medium, 30\u2032Darkvision (60\u2032)Ferocity, light sensitivity
Oread81+2\u2013\u2013Medium, 20\u2032Darkvision (60\u2032)Type, energy resistance, spell-like ability, earth affinity
Ratfolk82-83-2+2\u2013Small, 20\u2032Darkvision (60\u2032)Rodent empathy, swarming
Samsaran84\u2013\u2013-2Medium, 30\u2032\ + Low-light visionLifebound,\ + \ samsaran magic
Shabti85\u2013\u2013+2Medium, 30\u2032Darkvision (60\u2032)Immortal, immune to undead, resist level drain, shattered soul, spell-like ability
Strix86\u2013+2\u2013Medium, 30\u2032 (fly 60\u2032)Darkvision (60\u2032\ + ), low-light visionNocturnal
Suli87+2\u2013Medium, 30\u2032Low-light visionType, energy resistance, elemental assault (element at random)
Svirfneblin88-2+2\u2013Small, 20\u2032Darkvision (120), low-light visionFortunate, spell resistance, svirfneblin magic
Sylph89\u2013+2-2Medium, 30\u2032Darkvision (60\u2032)Type, energy resistance, spell-like ability, air affinity
Syrinx90\u2013-2\u2013Medium, 30\u2032 (fly 60\u2032)Darkvision (60\u2032\ + ), low-light visionNocturnal, speak with avians
Tengu91-92\u2013+2-2Medium, 30\u2032\ + Low-light visionSneaky, natural\ + \ weapons
Tiefling93-94\u2013\ + +2\u2013Medium, 30\u2032Darkvision (60\u2032)Type Outsider), fiendish resistance, skilled, spell-like ability, fiendish sorcery
Troglodyte95\u2013-2+4Medium, 30\u2032Darkvision (90)Stench aura, natural AC (+6), +4 Stealth in rocky areas
Undine96-2+2\u2013Medium, 30\u2032 (swim 30\u2032)Darkvision (60\u2032\ + )Type, energy resistance, spell-like ability, water affinity
Vanara97\u2013+2\u2013Medium, 30\u2032 (climb 20\u2032)Low-light visionNimble, prehensile tail
Vishkanya98\u2013\ + +2\u2013Medium, 30\u2032Low-light visionPoison resistance, keen senses, limber, toxic
Wyrwood99\u2013+2\u2013Small, 30\u2032Darkvision (60\u2032), low-light visionType
Wyvaran100\u2013\ + +2\u2013Medium, 30\u2032 (fly 30\u2032)Darkvision (60\u2032\ + ), low-light visionType, natural attack
" + 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.

The spell automatically leaves you with a small\ + \ piece of the creature\u2019s new body, typically a lock of hair (useful for scrying and other such spells).

" + 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\u2019\ + s 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 Fury: + area: null + casting_time: 1 standard action + components: V, S, M (a dried drop of blood) + description: '' + duration: 1 round/level + effect: null + level: mesmerist 5, occultist 5, shaman 5, sorcerer/wizard 5, witch 5 + range: touch + saving_throw: Will negates + school: enchantment (compulsion) [draconic, evil, mind-affecting] + spell_resistance: 'yes' + target: creature touched +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\u2019\ + s 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\u2019t 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.

You treat + any object you can hold in one hand as a coin-sized object for the purposes of + Sleight of Hand + checks to palm the object or make it disappear; however, you can hide only one + such item per caster + level on your person at one time. This effect does not change the actual sizes + of the objects.

+ 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\u2019t allow you to see the visual appearance of the location\u2019\ + s 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.

During\ + \ the 1 hour casting\ + \ time of remote viewing, your real body is unconscious and helpless, and you are unaware of its surroundings.

" + 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.

Remove blindness/deafness counters and dispels blindness/deafness.

+ 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.

Remove curse counters and dispels + bestow + curse.

+ 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.

Since the spell\u2019s duration\ + \ is instantaneous, it does not prevent reinfection after a new exposure to the\ + \ same disease at a later date.

" + 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.

Remove + fear counters and dispels cause + fear.

+ 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.

The spell does not restore ability + scores reduced by penalties, + damage, + or drain.

+ 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\u2014this 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.

\n" + 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\u2019\ + s 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.

Creatures\ + \ without discernible anatomy or limbs are unaffected by rend body.

\n" + 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.

The structure also must remain in the same general\ + \ position within the district. If you don\u2019t wholly own the structure, all\ + \ of the structure\u2019s owners must consent to the changes being made before\ + \ the spell is cast; otherwise, it fails immediately.

" + 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.

Objects such as metal\ + \ armor, swords, and the like are pushed back, dragging their bearers with them.\ + \ Even magic items with metal components are repelled, although an antimagic\ + \ field blocks the effects. A creature being dragged by an item it is carrying\ + \ can let go. A creature being dragged by a shield can loose it as a move action\ + \ and drop it as a free action.

The waves of energy continue to sweep down\ + \ the set path for the spell\u2019s duration. After you cast the spell, the path\ + \ is set, and you can then do other things or go elsewhere without affecting the\ + \ spell\u2019s power.

" + 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.

A vermin with HD + of one-third your level or more can penetrate the barrier if it succeeds on a + Will save. + Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing + against the barrier causes pain, which deters most vermin.

+ 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.

Objects such as wooden shields,\ + \ spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back,\ + \ dragging those carrying them along. A creature being dragged by an item it is\ + \ carrying can let go. A creature being dragged by a shield can loose it as a\ + \ move action and drop it as a free action. If a spear is planted (set) in a way\ + \ that prevents this forced movement, it splinters. Even magic items with wooden\ + \ sections are repelled, although an antimagic field blocks the effects.

The waves of energy continue to\ + \ sweep down the set path for the spell\u2019s duration. After you cast the spell,\ + \ the path is set, and you can then do other things or go elsewhere without affecting\ + \ the spell\u2019s power.

By the way\u2026

If you are standing on\ + \ a ship, that ship is considered a fixed object in relation to you and is not\ + \ affected by this spell. Loose objects on a ship, or on ships within range, are\ + \ affected normally. A ship under the control of a pilot can make a Will save\ + \ to negate the effects of this spell.

" + 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\u2019s 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.

Repress memory protects\ + \ against detect thoughts, discern lies, zone of truth, and similar spells, though careful questioning may reveal\ + \ the gaps in your memory, or that your memory has been affected by the spell.

A\ + \ repressed memory can be restored only by break enchantment, psychic surgery, limited wish, miracle, or wish. If you use this spell to negate the memory of a magical compulsion, it\ + \ doesn\u2019t remove the compulsion, nor does it remove procedural memories that might affect your\ + \ skills or class abilities.

At the GM\u2019s discretion, multiple castings\ + \ of this spell might erase memories of a lengthier event or all memory of a place\ + \ or individual from your memory.

" + 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.

\n

First, the target is marked with a magical\ + \ symbol visible only to members of your faith. This symbol indicates that the\ + \ target has transgressed and that the faithful should not help it. Likewise,\ + \ the target is not to be persecuted because of the mark (though this would not\ + \ keep members of a lawful faith from imprisoning a known criminal if these crimes were known\ + \ to have taken place after he gained the mark).

\n

Second, the target\ + \ is no longer affected by helpful spells cast by the faithful and is always treated\ + \ as an enemy for the purpose of other spells cast by those of your faith. For\ + \ example, cure light wounds cast by a member of your faith has no effect on the target.\ + \ If the target were traveling with a cleric of your faith who cast prayer, that spell would penalize rather than aid the target, despite the\ + \ target\u2019s friendship with the cleric.

\n

Third, if the target is a divine spellcaster, a member\ + \ of a prestige class of your faith, or otherwise has some ability because the\ + \ target belongs to your faith, it cannot use those abilities while the mark remains\ + \ in place. For example, a paladin of your faith would be unable to cast paladin spells or use lay on hands or other class abilities. The target can\ + \ join another faith to regain the use of these abilities, but the mark remains\ + \ visible to those of your faith, even if those of the new faith accept the target.

\n\ +

This powerful spell with no saving throw is used to punish severe transgressions that do not deserve\ + \ death or when you prefer to be merciful rather than meting out a more severe\ + \ punishment. However, the spell has one drawback that prevents it from being\ + \ overused. If the target did not commit any acts or misdeeds against your faith,\ + \ the spell does not affect it but affects you instead, even if you are innocent\ + \ of the charges. This potential backlash prevents inquisitions run by corrupt\ + \ members of the faith, and it means that most accusations of misconduct are carefully\ + \ investigated (and usually verified with magic) before this sentence is handed\ + \ down.

This mark can be removed like any other curse effect. In addition,\ + \ a member of your faith can use atonement to break the curse if he makes a caster level check against your caster level; remove curse also requires a caster of your faith and a caster level check to end the reprobation.

" + 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\u2019s 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.

Upon casting this spell, damage from\ + \ melee attacks and touch spells gets transferred into a special pool that you then redirect\ + \ before the spell\u2019s duration expires.

Each time you are struck by\ + \ a melee attack or touch spell that deals hit point damage, 1 point of damage is negated and\ + \ transferred into the reservoir created by this spell. The total number of points\ + \ in the reservoir cannot exceed your caster level (to a maximum of 20 points at 20th level). As an immediate\ + \ action, anytime before the spell\u2019s duration expires, you can expend\ + \ a number of points of energy from the reservoir, granting yourself an insight\ + \ bonus on one skill check, attack roll, damage roll, or combat maneuver check, but you must do so before the roll is made. The bonus\ + \ is equal to the number of points spent. For every five caster levels, you may\ + \ call upon the reservoir one additional time (maximum of four times at 15th level).

If\ + \ you are reduced to negative hit points while you are under the effect of this spell, the spell automatically\ + \ release the remaining magic of the reservoir in a concussive blast of force.\ + \ All creatures within a 15-foot radius take 1d6 points of force damage per 2\ + \ points remaining in the reserve (maximum of 10d6). A successful Reflex save halves this damage, and spell resistance applies to this effect.

" + 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\u2019\ + s 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.

Resist energy absorbs only\ + \ damage. The subject could still suffer unfortunate side effects.

Resist\ + \ energy overlaps (and does not stack with) protection\ + \ from energy. If a character is warded by protection from energy\ + \ and resist energy, the protection spell absorbs damage until its\ + \ power is exhausted.

" + 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\u2019t 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.

Resistance can + be made permanent with a permanency + spell.

+ 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.

On the\ + \ first round, the target takes 5d6 points of sonic damage and is staggered\ + \ for 1 round. A successful save halves the damage and negates the staggered\ + \ effect.

On the second round, the target\ + \ takes 5d6 points of damage and is stunned for 1 round. A successful save halves the damage and negates the\ + \ stunning effect.

On the third round,\ + \ the target takes 10d6 points of damage and is stunned for 1d4+1 rounds. A successful save halves the damage and negates\ + \ the stunning effect.

The resonating word has no power after the\ + \ third round, even if the spell\u2019s duration is increased.

" + 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.

On + a successful melee attack, your weapon resounds with a thunderous clash. The target + takes 1d6 points of sonic damage. Your weapon is not harmed by this attack.

If + you are using your judgment ability or smite ability against the target, it is + staggered + for 1 round on a successful attack. A successful Fortitude + save negates the staggering effect.

On a successful critical hit, the target + is stunned + for 1 round and deafened + for 1d6 rounds. A successful Fortitude + save negates the stunning and deafening effects. If you are also using judgment + or smite, your foe makes only a single save against all effects.

This spell + immediately ends if your weapon leaves your hand.

Resounding blow + stacks with the thundering weapon property.

+ 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.

Creatures wearing metal armor increase the\ + \ armor check penalty of their armor by 1. These penalties increase by 1 at 8th\ + \ caster level\ + \ and every 4 caster levels thereafter (to a maximum of \u20134 at 16th level).

To\ + \ be affected by the spell, an item must be composed primarily of metal. Nonmetallic\ + \ objects with metal components (such as studded leather armor or padded armor with armor spikes) are not affected.\ + \ Creatures made of metal take the penalties described above on attack rolls, damage rolls, skill checks, and Reflex saves.

" + 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\u2014sounds 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.

A resplendent\ + \ mansion contains the same types of foodstuffs and servants as a mage\u2019s magnificent mansion.

Each of the mansion\u2019s exterior\ + \ doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you cast\ + \ the spell, and each alarm has a different sound (for an audible alarm) or sensation\ + \ (for a mental one), allowing you to instantly determine which portal has been\ + \ used.

The mansion must be created on a plot of land free of other structures.\ + \ It adapts to the natural terrain, adopting all structural requirements for being\ + \ built on, for example, a mountainside. The mansion adjusts around small features\ + \ such as ponds or spires of rock, but can\u2019t be created on water or other\ + \ nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with\ + \ a solid surface underneath, the foundation reaches the solid ground. If created\ + \ on a solid but unstable surface, such as a swamp or an area plagued by tremors,\ + \ there\u2019s a 10% chance each day that the mansion begins to sink or collapse.

The\ + \ mansion doesn\u2019t harm creatures within the area when it appears, and can\u2019\ + t be created among a crowd or in a densely populated area. Any creature inadvertently\ + \ caught inside the mansion when the spell is cast ends up unharmed inside the\ + \ complete mansion.

" + 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\u2019s 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.

Restoration cures + all temporary ability + damage, and it restores all points permanently drained + from a single ability + score (your choice if more than one is drained). It also eliminates any fatigue + or exhaustion + suffered by the target.

+ + ' + 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.

The advantages from your transformation persist for 1 round per + caster level after + the spell is triggered. Once the spell ends, it takes a heavy toll, leaving you + exhausted and inflicting 1d4 points of Constitution + damage. Utilizing more than one resurgent transformation in a day is particularly + risky.

The expiration of a second resurgent transformation in a 24- + hour period inflicts an additional 1d4 points of Constitution + damage and results in death from system shock unless you succeed at a DC 15 Fortitude + save, made after the Constitution + damage has been applied.

If the spell expires or is dispelled before the + transformation has been triggered, no adverse effects result.

+ 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.

The condition of the remains is not a factor.\ + \ So long as some small portion of the creature\u2019s body still exists, it can\ + \ be resurrected, but the portion receiving the spell must have been part of the\ + \ creature\u2019s body at the time of death. (The remains of a creature hit by\ + \ a disintegrate spell count as a small portion of its body.) The creature can\ + \ have been dead no longer than 10 years per caster level.

Upon completion\ + \ of the spell, the creature is immediately restored to full hit points, vigor,\ + \ and health, with no loss of prepared spells. The subject of the spell gains\ + \ one permanent negative level when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points\ + \ of Constitution drain instead (if this would reduce its Con to 0 or less, it can\u2019t be resurrected).

You can resurrect\ + \ someone killed by a death effect or someone who has been turned into an undead\ + \ creature and then destroyed. You cannot resurrect someone who has died of old\ + \ age. Constructs, elementals, outsiders, and undead creatures can\u2019t be resurrected.

" + 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.

A target who worships the same + god as you takes a -2 penalty on its Saving Throw.

+ 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.

This curse can be ended with remove + curse or by returning the item to you. You can have this spell active on one + item at a time.

+ 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.

If the item is in the possession of another creature, the spell fails.

+ 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.

At caster level 13th and higher, you can choose to collect impressions from\ + \ over the course of a longer interval of time than an hour, beginning at 1 week\ + \ per minute of concentration\ + \ (as listed on the table below). The amount of detail you receive diminishes,\ + \ so this eventually makes it harder to distinguish impressions left by anything\ + \ but the most major events.

Caster Level Time Period

13th\u201315th\ + \ 1 week per minute

16th\u201318th 1 year per minute

19th+ 1 century\ + \ per minute

" + 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.

This spell can be used as the prerequisite for 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\u2019\ + t 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\u2019\ + t 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\u2019s 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.

This animated suit of armor still contains the unconscious\ + \ (or dead)\ + \ body of its former wearer and moves with a shambling gait at a speed of 20 feet.\ + \ This animated object has average hit points and, if the armor is made from metal, it has the metal animated object extraordinary ability (plus additional abilities based on\ + \ the type of metal). Once animated, the revenant armor remains standing\ + \ (and stands if knocked prone, doing so without provoking attacks of opportunity), and prevents the wearer of the armor from being\ + \ considered helpless. If an ally of the wearer is within range of the armor, she can\ + \ direct it to move, though it refuses to go anywhere that requires a skill check.\ + \ If grappled or otherwise restrained, it can attempt to break free with a Strength score equal to your caster level and a CMB equal to 1 + your caster level + the armor\u2019s Strength modifier. If the armor\u2019s wearer is reduced to dust, made conscious,\ + \ or removed from the armor, the spell ends.

" + 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.

Provided it + has something to hold onto, a creature caught in the area can attempt a Reflex + save to secure itself when the spell strikes. Creatures who can fly or levitate + can keep themselves from falling.

+ 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.

With + a flourish, you immediately end your bardic performance, and allies within the + area of the spell regain 2d6 hit + points. This spell has no effect on undead + creatures.

+ 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 +Riding Possession: + area: null + casting_time: 1 standard action + components: V, S + description: '' + duration: 1 hour/level (D); see text + effect: null + level: medium 2, mesmerist 4, occultist 3, psychic 4, sorcerer/wizard 4, spiritualist + 3, summoner 4, witch 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: necromancy + spell_resistance: 'yes' + target: one creature +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.

Any Large or smaller\ + \ creature standing in the area where you conjure the rift must succeed at a Reflex\ + \ save to avoid falling into the hole. If successful, the creature picks which\ + \ side of the rift it remains on once the rift opens. Unattended objects and structures\ + \ that can be fully engulfed by the rift automatically fall into it.

The\ + \ walls of the rift are covered with razor-sharp blades, while the floor seethes\ + \ with boiling pools of acid, strange chewing vermin, writhing shards of ice, and all manner of other chaotic and deadly manifestations of the Abyss. A creature that falls into the rift takes\ + \ 6d6 points of falling damage. Any creature in the rift (starting on the round\ + \ it enters) takes an additional 6d6 points of damage from the rift\u2019s environs,\ + \ even if the creature is merely climbing or flying within the rift rather than\ + \ standing at the bottom. This additional damage changes from round to round and\ + \ is randomly selected from acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic.\ + \ Each round, a creature in the rift can attempt a Reflex save to take half damage that round. The rift\u2019s walls have a\ + \ Climb DC of 25.

When\ + \ this spell\u2019s duration ends, the rift snaps shut, violently expelling all\ + \ creatures still within. These creatures take double damage from the rift\u2019\ + s environs in that round and are knocked prone as they are returned to the surface above.

At any time during\ + \ the spell\u2019s duration, you can use it to conjure a number of Abyssal denizens\ + \ into the surrounding region as a standard action. Doing so causes the rift to snap shut, ending the spell\u2019\ + s duration and returning any creatures that had fallen into it to the ground as detailed\ + \ above. As the rift snaps shut, choose one of the following creatures or groups\ + \ of creatures to appear in the area; these Abyssal denizens are treated as if\ + \ you had summoned them via summon monster VII and remain for a number of rounds equal to the remaining\ + \ duration of the rift of ruin spell. You can choose to summon one of the following: one bebilith, one vrock, 1d3 shadow demons, 1d3 succubi, 1d4+1 babaus, or 1d4+1 brimoraks.

" + 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.

Creatures that don\u2019\ + t have the evil subtype or that are using reach weapons are not subject to this 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.

If insufficient room is available\ + \ for the desired growth, you attain the maximum possible size and may make a\ + \ Strength check (using your increased Strength) to burst any enclosures in the process (see Smashing an Object). If you fail, you are constrained without harm by the\ + \ materials enclosing you\u2013the spell cannot crush you by increasing your size.

All\ + \ equipment you wear or carry is similarly enlarged by the spell. Melee weapons\ + \ deal more damage (see Table: Tiny and Large Weapon Damage). Other magical\ + \ properties are not affected by this spell. Any enlarged item that leaves your\ + \ possession (including a projectile or thrown weapon) instantly returns to its\ + \ normal size. This means that thrown and projectile weapons deal their normal\ + \ damage. Magical effects that increase size do not stack.

\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n
Table: Weapon Damage Size Conversion
Tiny Weapon DamageSmall Weapon DamageMedium Weapon DamageLarge Weapon DamageHuge Weapon Damage
\u201411d21d31d4
11d21d31d41d6
1d21d31d41d61d8
1d31d41d61d82d6
1d41d61d82d63d6
1d61d81d102d83d8
1d81d101d123d64d6
1d41d62d42d63d6
1d81d102d63d64d6
1d102d62d83d84d8
2d62d82d104d86d8

\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\ + \n\n\n\nTiny\n\n\n\n\n\n\n\n\n\n\n\n
Table: Size Modifiers
SizeSize Modifier
Colossal\u20138
Gargantuan\u20134
Huge\u20132
Large\u20131
Medium+0
Small+1
+2
Diminutive+4
Fine+8
\n

Editor\u2019s Note

\n\ +
\n

What kind of DR does\ + \ an oracle\ + \ get from the righteous might spell?

\n

If the oracle chose the \u201Call cure spells\u201D option for her spells known,\ + \ treat that as \u201Cchannels positive energy\u201D for the purpose of righteous\ + \ might. If she chose \u201Call inflict spells,\u201D treat that as \u201Cchannels\ + \ negative energy\u201D for the purpose of righteous might.

\n

[Source]

\n
\n
" + 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\u2019s 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\u2019t 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\u2019s sides as easily as stepping\ + \ into or out of a pool of ordinary water.

The water disappears at the end\ + \ of the spell\u2019s duration, so creatures swimming in the water immediately\ + \ fall to the ground.

" + 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.

You gain a +2 resistance bonus on saving throws to resist diseases, drugs, and poisons.

Additionally,\ + \ at any time during the spell\u2019s duration, whenever you fail a saving throw\ + \ to resist a disease, drug, or poison, you can expend the spell\u2019s remaining duration as an immediate\ + \ action in order to reroll that saving throw. You must take the second result,\ + \ even if it\u2019s worse. The +2 resistance bonus granted by the spell applies to the reroll, but after you\ + \ make this reroll, the spell ends.

" + 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.

You gain a +1 resistance bonus on saving throws to resist mind-affecting effects. This resistance bonus is increased to +2 if the effect is an emotion or fear effect.\ + \ Additionally, at any time during the spell\u2019s duration, whenever you fail\ + \ a saving throw to resist a mind-affecting effect, you can expend the spell\u2019s remaining duration\ + \ as an immediate action in order to reroll that saving throw. You must take the\ + \ second result, even if it\u2019s worse. The +2 resistance bonus granted by the spell applies to the reroll, but after you\ + \ make this reroll, the spell ends.

" + 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.

If the spell succeeds, the target must also attempt\ + \ a Will\ + \ save.

On a failed save, the creature loses the ability to observe what\ + \ transpires around it, and its mental capacity reverts to that of a tree, rendering\ + \ it unable to take any kind of action. A target that succeeds at the saving throw\ + \ can observe the area around it but can\u2019t take any actions other than communicate\ + \ to those under the effects of a speak with plants spell or to other trees. Over the span of 1 year, the target\u2019\ + s appearance becomes more like a common tree and less like its original form.

Any\ + \ polymorph effects on a target are automatically dispelled when the target\ + \ fails to resist the effects of rival\u2019s weald, and as long as rival\u2019\ + s weald remains in effect, the target cannot use other polymorph spells or\ + \ effects to assume a new form. Incorporeal, gaseous, and plant creatures are immune to rival\u2019s weald.

" + 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.

After you have + successfully used the whip + to hit a creature a number of times equal to your caster + level, the water is expended and the spell is discharged. The water created + by this spell is otherwise identical to that produced by create + water.

+ 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.

A\ + \ creature that begins its turn wholly or partially within a river of wind\ + \ must make a Fortitude save or be pushed 20 feet in the wind\u2019s direction of flow,\ + \ take 2d6 nonlethal damage, and be knocked prone-a successful Fortitude save means the creature merely takes 1d6 nonlethal\ + \ damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.

" + 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\u2019\ + s 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.

The range of this spell is affected by whether you are\ + \ attempting to gaze up or downriver\u2014if viewing a location downriver, you\ + \ can view any spot within 2 miles per caster level; if viewing upriver, you can view any spot within 1/2 mile per\ + \ caster level.\ + \ The magical sensor created by this spell can travel only as far along the river\ + \ as your range and the river permits; obstructions such as dams and reservoirs\ + \ halt the sensor, as does an estuary flowing into the sea or other body of saltwater.

" + 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.

Creatures\ + \ that are Huge or larger in size gain a +2 bonus on their Reflex saves, while creatures that are Medium or smaller in size take a \u2013\ + 2 penalty.

Additionally, the area is subjected to tornado-force winds, extinguishing\ + \ all non-magical flames, dispersing clouds, and scattering unattended objects.

" + 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.

Spells cannot be cast across the extra-dimensional interface,\ + \ nor can area effects cross it. Those in the extra-dimensional space can see out of it as if a 3-foot-by-5-foot window\ + \ were centered on the rope. The window is invisible, and even creatures that can see the window can\u2019t see through\ + \ it. Anything inside the extra-dimensional space drops out when the spell ends. The rope can be climbed\ + \ by only one person at a time. The rope trick spell enables climbers to\ + \ reach a normal place if they do not climb all the way to the extra-dimensional space.

" + 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.

Each 5-foot section of the object created by this spell\ + \ has a break DC of 23, AC 11, and 1 hit point per caster level (maximum 10 hp), but all sections of the creation are magically\ + \ supported and need not be anchored to a solid surface or any other portion of\ + \ the effect. Destroying one part of it does not cause the remainder of the structure\ + \ to collapse, though each 5-foot section destroyed reduces the maximum weight\ + \ the creation can support by 200 pounds. During any round in which the rope is\ + \ overloaded, every remaining section takes 1d4 points of damage.

You can\ + \ use ropeweave to create any of the following structures:

    \n\ +
  • Rope Bridge: the rope forms a 5-foot-wide bridge that spans up to 10\ + \ feet horizontally per caster level you have (maximum 100 feet). Creatures can cross the bridge\ + \ at half speed with a successful DC 5 Acrobatics check or at full speed with a successful DC 10 Acrobatics check. The DC assumes a creature is using both hands to assist\ + \ in navigating the rope bridge; the DC increases by 5 if a creature uses only\ + \ one hand to steady itself and by 10 if the creature does not use its hands.\ + \ A failed Acrobatics\ + \ check results in failure to progress across the rope bridge; creatures that\ + \ fail by 5 or more fall.
  • \n
  • Rope Hammock: the rope knits itself\ + \ into a stationary hammock suspended in midair. The hammock can be suspended at a height of\ + \ 5 feet plus 5 feet per 2 caster levels you have (maximum 30 feet), with a rope\ + \ ladder (see below) leading up to a platform of 1 5-foot square per caster level,\ + \ and at least one such square must be adjacent to the square containing the vertical\ + \ rope ladder. As a move action, the caster can command the rope ladder to withdraw into the hammock. When the ladder is withdrawn, the rope hammock blends in with its\ + \ surroundings and muffles sounds and smells from creatures resting on it that\ + \ are taking no violent actions; noticing the rope hammock requires a successful\ + \ DC 20 Perception\ + \ check or Survival check,\ + \ even for creatures with scent. This does not apply if the creatures in the hammock attack or move more than half speed. The hammock provides a +2 cover bonus to AC against attacks from beneath it.
  • \n
  • Rope Ladder:\ + \ the rope knots itself and hangs suspended in midair, perpendicular to the ground,\ + \ stretching up to 10 feet vertically per caster level you have (maximum 100 feet). Climbing the rope ladder requires\ + \ a successful DC 5 Climb\ + \ check, or DC 0 if there is a wall adjacent to it you can brace it against.
  • \n\ +
  • Trip Line: the rope stretches into a tangled mass that fills one 5-foot\ + \ square per caster\ + \ level you have (maximum 10 squares), all of which must be contiguous (including\ + \ diagonally). Any creature entering a square with this trip line must succeed\ + \ at an Acrobatics\ + \ check (DC = 10 if moving at half speed, DC = 15 if moving at full speed, and\ + \ DC = 20 if running or charging). On a failed check, the creature\u2019s movement\ + \ stops when it enters the square; a creature that fails by 5 or more falls prone.\ + \ A creature larger than Medium gains a +2 bonus on its Acrobatics check for every size category larger than Medium it is.
  • \n\ +
" + 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\u2019\ + t 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.

For\ + \ the duration of the spell, all bludgeoning and falling damage you take is converted\ + \ into nonlethal damage.

This spell has no effect if you\u2019re immune to\ + \ nonlethal damage.

" + 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.

Make\ + \ a single trip attack and use the result against every creature in the area.\ + \ Those that fail are tripped and fall prone. You do not provoke an attack of\ + \ opportunity for this trip attack (though you do provoke one for casting the\ + \ spell), nor can you knock yourself prone with a bad roll.

Unlike a regular\ + \ trip attack, you may 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 floor, at the GM\u2019s discretion, 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.

" + 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\u2019\ + t 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.

You can instead use this spell to trace a rumor\ + \ back to its source once you hear it. In this case, you repeat the rumor as you\ + \ heard it for the spell\u2019s verbal component. The person who told you the\ + \ rumor can attempt a Will save to end the effect. Failure indicates the silver glow leads to the\ + \ individual that told her. This process continues each time you locate the next\ + \ individual spreading the same information. Each individual attempts the save\ + \ until one of them succeeds (in which case the spell ends and you can\u2019t\ + \ attempt to trace this particular rumor again) or you trace the rumor to its\ + \ original source. As with the other application of the spell, tracing a rumor\ + \ back fails to cause a creature to glow if it is in disguise, unless it was in\ + \ the same disguise at the time of speaking the rumor.

" + 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.

While casting rune trace, you must run your fingers\ + \ (which cannot be gloved at the time) over the rune, glyph, symbol, or other\ + \ marking you want to examine (hereafter referred to as the -rune-). This does\ + \ not trigger any effects that touching the rune would normally trigger. Runes,\ + \ symbols, and other effects that trigger when read still trigger as normal if\ + \ you do so-but note that this spell does not require you to view and read the\ + \ rune that you\u2019re targeting. When the spell\u2019s casting time ends, you instantly receive flashes of insight regarding the\ + \ rune\u2019s nature, history, and purpose, including the following information.

Age:\ + \ You learn if the rune was placed within the last 24 hours, within the last month,\ + \ within the last year, within the last decade, within the last century, or prior\ + \ to the last century.

Insight: If you have cast rune trace on\ + \ a magical rune, you gain a +5 bonus on all skill rolls and checks to dispel,\ + \ disable, or otherwise tamper with the rune.

Language: You learn\ + \ what language the character of the rune is taken from, or in the case of a rune\ + \ that has no language, you learn that it is a unique image.

Purpose:\ + \ You learn the general purpose of the rune (such as whether it\u2019s a decoration,\ + \ information, a magical defense, or a warning).

" + 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.

If the\ + \ object is an intelligent magical item, its Ego score remains unchanged despite\ + \ its reduced quality. The weapon has only a 50% chance to successfully use any\ + \ spells or spell-like abilities it has, and has a 25% chance of forgetting its special\ + \ purpose (if any). If an intelligent weapon is actively dominating its wielder\ + \ when it fails its save against rune of ruin, the wielder gains an immediate\ + \ saving throw with a +4 bonus to regain control. Rune of ruin has no affect on\ + \ magical artifacts.

" + 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\u2019s 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.

\n

Charity: A creature bearing this mark gains a +5 insight bonus on a single attack roll or skill check attempted at the request of another creature,\ + \ provided the creature bearing this mark does not gain any immediate benefit\ + \ or reward for making the roll or attempting the check.

\n

Generosity:\ + \ A creature bearing the rune of generosity can activate it as an immediate action, but it must do so as another creature within 30 feet activates\ + \ a consumable magic item such as a potion or scroll that was given to it at some point within\ + \ the last 24 hours by the creature bearing the rune. When the rune is activated,\ + \ the effects of the consumable magic item resolve at a caster level that is 2 higher than the item\u2019s actual caster level.

\n

Humility: When a creature activates the rune\ + \ of humility, it does not provoke attacks of opportunity for 1 round.

\n

Kindness: A creature must\ + \ be using the aid another action or casting a healing spell in order to activate a rune of kindness. If the creature activates the rune while using\ + \ the aid another action, the bonus imparted on a success increases to +5. If the\ + \ creature instead activates the rune while casting a healing spell, the effective caster level of the spell increases by 2.

\n

Love: When a creature\ + \ activates the rune of love as he casts a spell with the charm descriptor, the save DC of that spell increases by 1. Alternatively,\ + \ a creature can activate the rune of love after he rolls damage for a weapon or spell attack,\ + \ causing the damage dealt to become nonlethal damage.

\n

Temperance: A creature bearing the rune\ + \ of temperance can activate it as an immediate action immediately upon failing a saving throw against a poison, disease, drug,\ + \ or similar effect. The creature can immediately attempt a second saving throw\ + \ against the effect and can use the result of that second saving throw as the\ + \ actual result.

\n

Zeal: A creature that activates the rune of zeal\ + \ gains a +3 bonus on Will saves, and the save DCs of all language-dependent effects created by the creature increase by 1; these effects\ + \ last for 1 round.

\n
" + 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.

The spell can also be cast on other magical runes, such\ + \ as those from arcane mark or explosive runes. In this case, the resulting explosion deals 1d8 points of\ + \ sonic damage per 2 caster levels (maximum 10d8) to all creatures within a 5-foot\ + \ radius. Creatures in the area that succeed at a Reflex save take half damage. This spell doesn\u2019t destroy runes; targeted\ + \ runes continue to function normally. Mundane runes, such as ones in writing\ + \ or runic tattoos, cannot be affected by this spell.

" + 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.

You may employ rusting grasp in combat with a successful\ + \ melee touch attack. Rusting grasp used in this way instantaneously destroys\ + \ 1d6 points of AC gained from metal armor (to the maximum amount of protection\ + \ the armor offers) through corrosion.

Weapons in use by an opponent targeted\ + \ by the spell are more difficult to grasp. You must succeed on a melee touch\ + \ attack against the weapon. A metal weapon that is hit is destroyed. Striking\ + \ at an opponent\u2019s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other\ + \ way around.

Against a ferrous creature, rusting grasp instantaneously\ + \ deals 3d6 points of damage + 1 per caster level (maximum +15) per successful\ + \ attack. The spell lasts for 1 round per level, and you can make one melee touch\ + \ attack per round.

" + 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\u201350 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.

The creature remains permanently trapped in the\ + \ object as long the object remains in your possession. Only a freedom,\ + \ miracle, or wish spell can dispel the enchantment, though destroying the object frees the creature.

If you\ + \ relinquish your stewardship of the object (such as giving it away or leaving\ + \ it in a remote location or extradimensional space), the trapped creature begins to gain control over\ + \ the object.

It immediately gains the ability to communicate telepathically\ + \ with any creature now in possession of the object. It still can\u2019t take\ + \ any actions besides communicating but can use feats and skills related to speaking\ + \ (such as Bluff and Diplomacy).

After\ + \ 1 week of the object being out of your presence, the creature can create a number\ + \ of haunts with a total CR (that is, the CR of the encounter with all of the\ + \ haunts at once) equaling 1/4 the creature\u2019s Hit Dice. These haunts are centered on the object.

The creature can\ + \ also communicate telepathically up to a range of 100 feet at this point.

After\ + \ 1 month of the object being out of your presence, the CR total of the haunts\ + \ the trapped creature can create increases to 1/2 its Hit Dice. In addition to telepathy, it can also impart mental images of its choosing into the mind\ + \ of any creature holding or carrying the object.

After 1 year of being\ + \ out of your presence, in addition to the above abilities, the creature can attempt\ + \ to possess any living creature with an Intelligence score of 3 or higher that touches the object, as per possession.\ + \ However, the creature can\u2019t personally destroy the object, even while possessing\ + \ another creature.

Because the binding magic irrevocably weakens the longer\ + \ you\u2019re away from the item, returning it to your ownership doesn\u2019t\ + \ reverse any of the effects. You must free the creature and impose another sacramental\ + \ seal if you want to restrict its abilities again.

If the object is placed\ + \ in the stewardship of creatures or a location belonging to your faith, it still\ + \ counts as being out of your presence but it takes ten times longer for the creature\ + \ to manifest the above abilities (it would take 10 weeks for it to manifest the\ + \ ability to create haunts, for example).

" + 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.

Once the spell has + been cast, you and the target may cast conjuration + (healing) spells with a range of touch upon each other so long as you are within + close range (25 ft. + 5 ft./2 levels). Should either you or the target remove + your bracelet, the spell immediately ends.

+ 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.

    \n
  • Bargain:\ + \ Making a sacrifice directly to the conjured being grants you a bonus on opposed\ + \ Charisma checks made to compel the creature into service for the next hour.
  • \n\ +
  • Enticement: Making a sacrifice the round before conjuring increases\ + \ the DC of the Will save an outsider must attempt to resist being conjured.
  • \n
  • Payment:\ + \ Making a sacrifice directly to the conjured being allows you to pay for one\ + \ service from the creature in commodities other than gold.
  • \n
  • Reinforcement:\ + \ Making a sacrifice the round before creating a magic circle and preparing a\ + \ summoning\ + \ diagram amplifies the power of its warding magic, increasing the DC of Charisma checks the creature might attempt to escape. This lasts 1 day.
  • \n\ +

Multiple sacrifices can be made to affect a single conjuring, but the\ + \ bonuses provided by this spell do not stack. Therefore, while you can make sacrifices\ + \ to aid in conjuring and bargaining with a creature, you cannot make multiple\ + \ sacrifices (even of varying types) to enhance the same effect for a particular\ + \ conjuration.

A\ + \ sacrifice can consist of any kind of commodity the target creature favors, including\ + \ living creatures, treasures, or more ephemeral offerings. While this spell is\ + \ not fundamentally evil, good-aligned creatures are more selective in what offerings they accept,\ + \ typically scoffing at blood sacrifices. Many sacrifices are fundamentally evil\ + \ acts, such as murdering a pious innocent to conjure a fiend. Any creature might\ + \ reject certain types of sacrifices, thus denying you the benefits of this spell,\ + \ as the offering must appeal to the target\u2014few outsiders would care for 2,000 gp worth of parchment, while 2,000 gp of diamonds would be widely coveted. The GM determines\ + \ what sacrifices creatures find appealing.

The table below lists a number\ + \ of likely offerings, along with the bonus such gifts provide and the offering\u2019\ + s equivalent value in gold pieces for the purposes of planar ally. Several of these sacrifices involve\ + \ the loss of ability scores, levels, or lives, and some can cause changes in\ + \ alignment. Any change wrought by such sacrifices (loss of ability score or\ + \ level, or change in alignment) cannot be recovered, cured, or undone by any spell or effect short\ + \ of miracle or wish. The same is true of creatures killed\ + \ as a sacrifice; such creatures cannot be resurrected by any magic less powerful\ + \ than these spells. Any object sacrificed with this spell is effectively destroyed\ + \ or removed to an extraplanar holding of the conjured creature\u2019s choice. The bonuses and\ + \ values noted on the sacrifice effects table are guidelines for offerings; certain\ + \ types of treasures or lives might prove especially valuable to specific creatures,\ + \ with extraordinary sacrifices (such as a potent artifact or the life of a high-level\ + \ paladin)\ + \ garnering increased bonuses.

You cannot make greater sacrifices than those\ + \ noted on the table to gain increased bonuses or gold values. For example, you\ + \ could not gain 2 permanent negative levels to gain a +16 bonus, nor gain increased benefit from slaying\ + \ 20 Hit Dice worth of creatures to pay for a 10-HD creature\u2019s service.

\n\n\nType\n\ + Sacrifice\nTypical Bonus\nGP Value\n\n\n\n\nTreasures\n100 gp/HD of Target\n+1\nEqual\n\n\nLives\n\ + 1 living creature with HD equal to target\n+2\n200 gp/HD\n\n\nBody/Mind\nPermanent -1 ability drain\n+4\n500 gp/point drained\n\n\ + \nMorals\nAlignment shifts one\ + \ step toward target\u2019s\n+6\n1,000 gp/step\n\n\nSoul\nOne permanent negative level\n+8\n2,500 gp\n\n\n" + 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.

It takes a variable amount of\ + \ time for the ship to rebuild itself, depending on its size.

\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n
SizeDuration
Raft1 minute
Rowboat1 minute
Keelboat10 minutes
Longship1 hour
Sailing ship2 hours
Warship3 hours
Galleon4 hours

At the end of the\ + \ duration, an air bubble forms around the repaired ship. If submerged, the ship\ + \ shoots to the surface, erupting with a great splash before settling on the water.

Though\ + \ the spell requires time to repair the ship, its effects are instantaneous. A\ + \ salvaged ship cannot be dispelled to return it to a shipwreck. However, before\ + \ the spell\u2019s duration ends and while the ship is still being repaired, salvage\ + \ can be dispelled to interrupt the repair process. The ship remains in the condition\ + \ it was in when the spell was interrupted until a new salvage spell is\ + \ cast (but continues to age normally and suffers the effects of its environments).\ + \ A new salvage spell\u2019s duration is modified by any repairs already\ + \ begun.

" + 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.

An + outfit of regular clothing counts as armor that grants no AC + bonus for the purpose of this spell.

+ 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.

Sanctify corpse can be made + permanent with a permanency + spell by a caster of 9th level or higher for the cost of 500 gp.

+ 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.

All manufactured weapons in the area of effect bypass the DR + of that type of outsider. + The weapons do not become aligned or change composition.

+ 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\u2019\ + t follow through with the attack, that part of its action is lost, and it can\u2019\ + t 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.

The\ + \ spell marks obvious war camps and contingents of troops with a symbol of their\ + \ banner (if they openly carry such a symbol). The spell provides a snapshot of\ + \ the topography and creature locations when cast; it doesn\u2019t adjust for\ + \ changes that occur during the duration. The table shows the land surrounding\ + \ itself up to a 1-mile radius from the surface. The sand table does not reveal\ + \ invisible or incorporeal creatures, nor does it include creatures that are underground,\ + \ indoors, submerged below the surface of water, below a tree line or other source\ + \ of cover\ + \ from above, or flying above 1,000 feet in the air. Those looking at the table\ + \ can spot Small and larger creatures that are using Stealth to hide, but they take a \u201310 penalty on their Perception checks because of the size of the models.

Once the spell\ + \ has been cast, if anything moves or shakes the surface upon which it was placed,\ + \ the spell ends instantly.

" + 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.

If you cast this on an object, + construct, + or undead + creature, it takes 3d6 points of damage + 1 point per caster + level (maximum +15) as time weathers and corrodes it. This version of the + spell has an instantaneous duration.

+ 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.

Any\ + \ creature in the area when the spell is first cast must attempt a Reflex save to\ + \ avoid taking 3d8 points of piercing damage from the blades and an additional\ + \ 2d6 points of bleed damage. A creature that fails the save also has its speed reduced by\ + \ half for 24 hours or until the injured creature benefits from a -cure- spell\ + \ (which restores lost hit points as normal). Another creature can remove the penalty by succeeding\ + \ on a Heal check against\ + \ the spell\u2019s save DC as a standard action.

The lashing limbs remain active in the area for the\ + \ remainder of the spell\u2019s duration, during which time the area is treated\ + \ as difficult terrain, and any creature that moves into or through the area takes\ + \ 1d8 points of piercing damage. The transformed area can be located on any visible\ + \ surface within range, including floors, walls, doors, ceilings, or other generally\ + \ flat surfaces.

" + 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.

These spikes act like +1 armor spikes. The subject is automatically + considered proficient with these scale 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.

The process is painful, and converts 2d6\ + \ points of damage + 1 point per caster level (maximum +5) into nonlethal damage. If the target creature is immune to nonlethal damage, the spell fails. Damage reduction against nonlethal damage reduces the amount of damage converted. This effect counts\ + \ as healing\ + \ for the purpose of stopping bleed damage.

" + 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.

They gain a +20 competence + bonus on any Survival + checks made for the purpose of tracking the creature laying this trail.

Subject + creatures with the scent + special ability gain a +10 competence + bonus on Wisdom + or Survival checks to follow + the trail.

In addition, you can leave scent + messages along the trail.

Each word or emotion in this message requires + spending a move + action in the same spot. Subject creatures seeking to understand this message + must make another DC 20 Survival + check, with a -1 penalty for every word or emotion in the message, in order to + understand it. Creatures cannot benefit from this smell if they cannot use, or + do not have, a sense of smell. Creatures can use this spell to backtrack through + a dungeon, maze, or similar areas even if the creature laying down the trail crossed + over the spot multiple times.

+ 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\u2019\ + s 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.

\n

6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)

\n

7 to 12: Stunned for 1d4 rounds, then confused for an additional 1d4 rounds.

\n

13 or more: Confused\ + \ for 1d4 rounds.

\n

Sightless creatures are not affected by scintillating\ + \ pattern.

" + 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.

The wall does not impede movement or line of sight in any way.

Creatures + moving through the wall must succeed at a Will + save or become fascinated. + Each round, on its turn, a fascinated + creature can attempt a new saving throw to end the effect as a full-round + action that does not provoke attacks + of opportunity.

A creature that succeeds at the save against the fascination + effect is no longer affected if it remains within the wall, but it must attempt + a new saving throw if it leaves the area and later moves through the wall again. + Creatures adjacent to the wall and creatures moving through the wall that succeed + at their save against fascination are dazzled.

If + you create the wall so that it appears in the same space as one or more creatures, + each affected creature must succeed at a Fortitude + save or become blinded. + Creatures that successfully save against the blindness are subject to the fascination + effect unless they leave the wall within 1 round of casting the spell.

Scintillating + wall can be made permanent with a permanency + spell cast by a caster of 13th level or higher, at a cost of 12,500 gp.

+ 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.

Any creature in the area takes 3d6 points of piercing damage + each round. The area is considered a windstorm (see Table: + Wind Effects).

If a creature with spell + resistance successfully resists this spell, it is unaffected by the winds + and sand, but still unable to see within the area of the spell.

' + 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.

Tendrils\ + \ of fire reach out of it, shaped into skulls screaming in agony. When the wall\ + \ passes through a creature\u2019s space, that creature must succeed at a Reflex save or\ + \ take 1d8 points of fire damage for every 2 caster levels you have (maximum 5d8).\ + \ Any creature taking fire damage must also succeed at a Will save or take 1d3 points of Wisdom damage. Deaf creatures receive a +4 circumstance bonus on their Will saves.

If your campaign uses the sanity rules, a creature takes 1d6 points of sanity damage instead of\ + \ Wisdom damage.

" + 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\u2019s 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\u2019\ + s 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.

Spells that modify or remove text\u2014\ + such as erase or secret page\u2014also affect the target\u2019s memory if they persist after\ + \ its release. Modify memory can be used to repair any changes to its original state, or\ + \ alter the accounts recorded within the book.

A creature imprisoned by\ + \ scribe\u2019s binding automatically fails any saving throws against effects\ + \ to change or modify its memories.

A target bound by this spell can be\ + \ freed by only freedom, miracle, or wish. Polymorph any object restores the target\u2019s normal form for 24 hours.\ + \ Scribe\u2019s binding makes the imprisoning tome supernaturally durable (hardness\ + \ 20, 10 hp per HD the imprisoned creature had). Destroying the tome immediately\ + \ slays the creature imprisoned within.

" + 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\u2019\ + s 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.

\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\ + \n\n\n\n\n\n\n\n\n\ + \n\n
KnowledgeWill Save Modifier
None*+10
Secondhand (you have heard of the subject)+5
Firsthand (you have\ + \ met the subject)+0
Familiar (you know the subject well)-5

*You must have some sort of connection (see below)\ + \ to a creature of which you have no knowledge.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n
ConnectionWill\ + \ Save Modifier
Likeness\ + \ or picture-2
Possession or garment-4
Body part, lock of hair, bit of nail, etc.-10

If the save fails, you can see and hear the subject\ + \ and its surroundings (approximately 10 feet in all directions of the subject).\ + \ If the subject moves, the sensor follows at a speed of up to 150 feet.

As\ + \ with all divination\ + \ (scrying) spells, the sensor has your full visual acuity, including any magical\ + \ effects. In addition, the following spells have a 5% chance per caster level\ + \ of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.

If the save succeeds, you can\u2019t attempt to scry on that\ + \ subject again for at least 24 hours.

\n" + 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.

You can + make the corpse one size larger or smaller and change anything else about it including + its apparent type, gender, or age. Creatures with a reason to suspect deception + may make a Will + Saving Throw to realize that the corpse was altered. If you chose to make the + corpse look like a specific individual anyone who knows that individual can make + a Will save + to realize that the corpse is not actually that person. However, if a creature + fails its Will + save by 5 or less they believe the corpse is that of someone who closely resembled + the person they knew rather than a deliberate fake. This spell merely changes + the appearance of the corpse. Any spell or effect that targets the corpse (such + as speak + with dead or raise + dead) treats it as if it still had its original appearance.

+ 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.

A + spellcaster whose voice is changed dramatically is unable to cast spells with + verbal components.

+ 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.

It gains the aquatic subtype, the amphibious quality, and a swim speed equal to its base speed before it came\ + \ under the effect of this spell. While under the effects of this spell, the target\u2019\ + s base speed is reduced by 10 feet (minimum 10 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.

After 1 week, the soil in the area of sea of dust\ + \ begins to break down and blow away. Moderate winds have a 50% chance each hour\ + \ to cause sandstorms. This chance increases to 75% in strong winds and 100% in\ + \ severe or stronger winds. Short-duration wind effects such as gust of wind\ + \ create sandstorms with the same area and duration as the spell, plus an identical\ + \ duration after the spell ends.

After 1 month, the soil in an area affected\ + \ by sea of dust has virtually disintegrated. The area is treated as a shallow\ + \ bog for the purposes of movement, with a 25% chance each hour to encounter an\ + \ area equivalent to a deep bog 2d6\xD710 feet across, and a 5% chance to encounter\ + \ a collapsing dust drift equivalent to quicksand 1d6\xD75 feet across.

The\ + \ affected region remains desertlike in condition until the magic is dispelled,\ + \ at which point the region recovers and returns to its original terrain over\ + \ the course of time (this may take only days or weeks, or it could take months\ + \ or even years, subject to GM discretion). This spell has no effect if cast on\ + \ an entirely aquatic region. If the spell is cast on an island, the effects of\ + \ the spell extend to the shore but not beyond.

" + 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\u2019s life link. Effects such as vampiric touch that steal vitality from others deal damage normally, but\ + \ provide no benefits.

\n" + 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).

The + seamantle blocks line of effect for any fire spell or supernatural fire + effect, but enemies can attempt to use fire spells within the seamantle; + this requires a caster + level check (DC 20 + spell level), and if successful the fire spell takes + as a bubble of steam contained within the seamantle rather than its usual + effect.

The seamantle allows you to make a slam attack by forming + a pseudopod of water, inflicting damage appropriate for your size. This slam attack + has a reach of 30 feet. In addition, as a standard + action, you can attempt to extinguish fires by touch.

You automatically + extinguish up to a 10-foot cube of normal fire. Against magical fire effects, + your touch acts as dispel + magic; this also applies to any non-instantaneous fire affect that comes into + contact with you (such as flame + blade, flaming + sphere, or incendiary + cloud). Even if you fail to extinguish a fire, you are not harmed by it. A + flaming or flaming burst weapon that strikes you has its power suppressed + for 1d4 rounds if the wielder fails a Fortitude + save.

+ 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.

When the shadows locate a desired + item or creature, you are aware of its shape and size and can order the shadows + to try to seize it. If the shadows are seeking a creature, the area they cover + becomes difficult terrain for that creature, and the creature must succeed at + a Reflex + saving throw or become entangled + and unable to move. Changing the criteria of the creature or object sought or + moving the shadows away from an entangled + target frees it. If the target is an object carried by a creature, the shadows + attempt a disarm + or steal + combat + maneuver check as appropriate, using the same modifier as for their Perception + check. The shadows can pick up and move unattended, non-magical objects that weigh + up to 5 pounds.

+ 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.

A creature struck by this ray of light takes 1d8 points of + damage per two caster levels (maximum 5d8).

An undead + creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead + creature particularly vulnerable + to bright light takes 1d8 points of damage per caster level (maximum 10d8).

A + construct + or inanimate object takes only 1d6 points of damage per two caster levels (maximum + 5d6).

+ 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.

The twin dangles\ + \ from the target\u2019s body, making it difficult for the target to move easily\ + \ and imparting a \u20132 penalty on Acrobatics and Climb\ + \ checks. In addition, for the spell\u2019s duration, the target must succeed\ + \ at a Fortitude saving throw at the start of its turn each round, or else it takes\ + \ 1 point of Constitution damage and is sickened for that round as the twin siphons off its blood. Each time the\ + \ target receives any healing (magical or otherwise), the duration of this spell is extended\ + \ by 1 round. Each attack that deals damage to the target reduces the duration\ + \ of this spell by 1 round. If the duration reaches 0 rounds in this manner, the\ + \ twin is violently excised from the body, and the target takes 1d6 points of\ + \ bleed\ + \ damage (which can be healed as normal).

The effect of sebaceous twin counts\ + \ as a disease effect with a DC equal to the spell\u2019s saving throw DC.

" + 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.

The\ + \ chest must be exceptionally well crafted and expensive, constructed for you\ + \ by master crafters. The cost of such a chest is never less than 5,000 gp. Once\ + \ it is constructed, you must make a tiny replica (of the same materials and perfect\ + \ in every detail) so that the miniature of the chest appears to be a perfect\ + \ copy. (The replica costs 50 gp.) The chests are non-magical and can be fitted\ + \ with locks, wards, and so on, just as any normal chest can be.

To hide\ + \ the chest, you cast the spell while touching both the chest and the replica.\ + \ The chest vanishes into the Ethereal Plane. You need the replica to recall the\ + \ chest. After 60 days, there is a cumulative chance of 5% per day that the chest\ + \ is irretrievably lost. If the miniature of the chest is lost or destroyed, there\ + \ is no way, even with a wish spell, that the large chest can be summoned\ + \ back, although an extraplanar expedition might be mounted to find it.

Living\ + \ things in the chest eat, sleep, and age normally, and they die if they run out\ + \ of food, air, water, or whatever they need to survive.

" + 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.

A comprehend languages spell alone cannot reveal a secret page\u2018\ + s contents. You are able to reveal the original contents by speaking a special\ + \ word. You can then peruse the actual page and return it to its secret page\ + \ form at will. You can also remove the spell by double repetition of the special\ + \ word. A detect magic spell reveals dim magic on the page in question but does not\ + \ reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal\ + \ the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled,\ + \ and the hidden writings can be destroyed by means of an erase spell.

" + 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\u2019\ + s 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.

Disguises and illusions that mimic the set criterion can fool this\ + \ spell. Normal darkness doesn\u2019t conceal a visual trigger, but magical darkness or invisibility does. Auditory criteria (such as a password) and tangible criteria\ + \ (such as pressing your hand against a specific object or wall) can be performed\ + \ by anyone who learns of them. A secret sign cannot distinguish alignment, level, Hit Dice, or class except by external garb, but can differentiate\ + \ apparent races, genders, and garments. See invisibility and invisibility purge reveal the sign, but glitterdust does not.

A caster of at least 10th level can make secret\ + \ sign permanent on an object with a permanency spell using 5,000 gp of diamond dust as a material component.

" + 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.

The secret message is considered to be\ + \ in the same language the target is speaking, and intended recipients hear and\ + \ understand both the actual speech and the secret message. The target can make\ + \ itself understood as far as its voice carries.

For example, at a fancy\ + \ noble\u2019s wedding, a jealous former suitor casts this spell on himself before\ + \ making a speech. Everyone hears his glowing words of praise, but only his allies\ + \ hear his secret message instructing them to attack the groom.

" + 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\u2019t 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.

The shelter must be heated as a normal dwelling,\ + \ and extreme heat adversely affects it and its occupants. The dwelling does,\ + \ however, provide considerable security otherwise \u2013 it is as strong as a\ + \ normal stone building, regardless of its material composition. The dwelling\ + \ resists flames and fire as if it were stone. It is impervious to normal missiles\ + \ (but not the sort cast by siege engines or giants).

The door, shutters,\ + \ and even chimney are secure against intrusion, the former two being secured\ + \ with arcane lock and the latter by an iron grate at the top and a narrow flue.\ + \ In addition, these three areas are protected by an alarm spell. Finally,\ + \ an unseen servant is conjured to provide service to you for the duration of\ + \ the shelter.

The secure shelter contains crude furnishings \u2013\ + \ eight bunks, a trestle table, eight stools, and a writing desk.

" + 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.

You\ + \ gain a +5 circumstance bonus on Perception checks; this circumstance bonus increases to a +10 circumstance bonus on Perception checks to find invisible creatures or objects, incorporeal creatures or objects, or things that exist only on the Ethereal Plane. Additionally, at any time during the spell\u2019s duration,\ + \ you can push your ethereal vision even further as a swift action. When you do, you can see through solid objects (as if using\ + \ a ring of x-ray vision) for 5 rounds. After this time, the spell ends.

" + 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.

The spell does not reveal the method used to obtain invisibility. + It does not reveal illusions + or enable you to see through opaque objects. It does not reveal creatures who + are simply hiding, concealed, + or otherwise hard to see.

See invisibility can be made permanent + with a permanency spell.

' + 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.

The spell does + not negate concealment for those creatures hiding behind stone objects (the stone + is still an obstacle to your attacks).

+ 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.

The target takes a \u20132 penalty on saving throws against\ + \ divination spells you cast. You can target that creature with mind-affecting spells of a spell level lower than seeds of influence as if\ + \ those spells were modified by Enlarge Spell (the modified spell doesn\u2019t take longer to cast and doesn\u2019\ + t use a higher-level spell slot). Whenever the target succeeds at a saving throw\ + \ against a divination or mind-affecting spell you cast, seeds of influence ends for that target. A\ + \ creature can be subject to only one seeds of influence spell at a time; later\ + \ castings of seeds of influence remove any previous casting.

\n" + 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.

You can maintain concentration on seek thoughts while you engage in normal conversation,\ + \ allowing you to ask leading questions about topics of interest. A creature conversing\ + \ with you while you concentrate can notice that you are distracted with a successful\ + \ DC 25 Sense Motive\ + \ check.

" + 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.

Those standing adjacent to + the fissure when it is created must succeed at a Reflex + save or be knocked prone + by tremors. This spell is effective only when cast on an area of dirt, earth, + sand, or stone.

+ 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\u2019\ + t 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 \u201C\ + something 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.

If the creature in question is\ + \ not on the same plane of existence as you are, there is a 5% chance that the\ + \ sending does not arrive. (Local conditions on other planes may worsen\ + \ this chance considerably.)

" + 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.

You determine the creatures\u2019\ + \ approximate direction from you, though you do not sense a given creature\u2019\ + s identity or know which squares the creatures occupy. If you\u2019re within 5\ + \ feet of a creature whose fear you sense, you pinpoint that creature\u2019s location,\ + \ as if using blindsense.

" + 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.

If the target\ + \ is currently suffering from any form of madness or addiction, has total sanity\ + \ damage greater than or equal to its sanity edge (if using the sanity rules), or is under a magical compulsion that could be detected by detect magic, you can detect the presence of\ + \ such a disturbance on the first round of concentration.

If you concentrate on the same creature for an additional\ + \ round, you learn if the creature\u2019s total sanity damage is greater than\ + \ or equal to its sanity edge, and you can attempt a Sense Motive check against a DC equal to 10 + the save DC of the target\u2019\ + s madness or addiction to determine the exact nature of a madness or addiction.\ + \ Additionally, you can attempt a Spellcraft check with a DC equal to 11 + the caster level of the compulsion against each magical compulsion currently affecting the target that could be detected by detect magic. If successful, you can identify the specific spell\ + \ affecting the target. You gain a +4 bonus on your Spellcraft check if the effect is confusion, insanity, or a similar effect\ + \ that explicitly causes madness or insanity.

If you successfully identify\ + \ such an effect with sense madness, the insights provided by this spell grant\ + \ you a +1 circumstance bonus on your next caster level check in the following 1 minute made to counter, dispel, or\ + \ remove that specific effect. After attempting a check to identify a madness,\ + \ addiction, or compulsion, you can\u2019t attempt that check against the same creature again,\ + \ even if you concentrate on the creature again.

" + 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.

If + you are within 30 feet of the head, as a standard + action you can shift your senses to it, seeing and hearing from its location + and gaining the benefit of its darkvision + and low-light + vision, and you may use its Perception + skill instead of your own. While your senses are in the severed head, your body + is blind + and deaf + until you spend a free + action to shift your senses back to your own body.

When you create the + head, you can imprint it with a single triggering condition, similar to magic mouth. + Once this triggering condition is set, it can never be changed. If you are within + 30 feet of the head, you immediately know if it is triggered (if you have multiple + active sentry skulls, you also know which one was triggered). This wakens you + from normal sleep but does not otherwise disturb your concentration. + For example, you could have a sentry skull alert you if any humanoid + comes into view, if a particular rival approaches, if your guard animal is killed, + and so on, as long as it occurs where the severed head can see it.

This + spell does not give the head any ability to speak, think, or take any kind of + action other than to turn itself, though it is a suitable target for other spells + such as magic + mouth.

+ 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.

Simply seeing\ + \ the enspelled text is not sufficient to trigger the spell; the subject must\ + \ deliberately read it. The target is entitled to a save to evade the snake\u2019\ + s strike. If it succeeds, the sepia snake dissipates in a flash of brown\ + \ light accompanied by a puff of dun-colored smoke and a loud noise. If the target\ + \ fails its save, it is engulfed in a shimmering amber field of force and immobilized\ + \ until released, either at your command or when 1d4 days + 1 day per caster level\ + \ have elapsed.

While trapped in the amber field of force, the subject does\ + \ not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a\ + \ state of suspended animation, unaware of its surroundings. It can be damaged\ + \ by outside forces (and perhaps even killed), since the field provides no protection\ + \ against physical injury. However, a dying subject does not lose hit points or\ + \ become stable until the spell ends.

The hidden sigil cannot be detected\ + \ by normal observation, and detect magic reveals only that the entire text is magical.

A dispel\ + \ magic can remove the sigil. An erase spell destroys the entire page of text.

Sepia snake\ + \ sigil can be cast in combination with other spells that hide or garble text,\ + \ such as secret page.

" + 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.

Note: The Will + save prevents an attended or magical object from being sequestered. There + is no save to see the sequestered creature or object or to detect it with + a divination spell.

' + 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\u2019\ + s discretion as to what constitutes a single topic). For example, you could erase\ + \ a single battle from a creature\u2019s 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.

Sequester thoughts protects against detect thoughts,\ + \ zone of truth, discern lies, and similar spells where the memories removed are concerned,\ + \ though careful questioning may reveal the gaps in the creature\u2019s memory,\ + \ or that it has been affected by the spell. Note that the creature itself does\ + \ not remember any details of what memories were removed until the gem is broken.

" + 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.

If\ + \ a spirit within the target is a creature using a possession effect, including\ + \ possess object, possession, or a ghost\u2019s malevolence, the spell targets the possessing creature rather\ + \ than the creature it inhabits. On a failed save, the possessing spirit isn\u2019\ + t exorcised from the target but is dazed for the duration of the spell.

" + 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.

You curse the target, preventing it from drawing + upon the powers of destiny. The target is shaken + and cannot use hero points for the duration of the spell. This effect can be removed + by dispel + magic, remove + curse, or other similar effects.

' + 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.

As you increase in level, the\ + \ restraints become stronger and you gain more control over them. If you are 6th\ + \ level or higher, you can make the restraints mithral, or you can summon Tiny or Large restraints. If you are 12th level or higher, you can\ + \ summon Diminutive or Huge restraints. If you use an emerald worth at least\ + \ 1,000 gp as a material component while casting this spell, as a standard action once during its duration, you can affect any creature bound\ + \ by these restraints as per dimensional anchor with a duration of 1 minute per caster level. If you are 18th level or higher and use an emerald worth at\ + \ least 1,000 gp as a material component while casting this spell, the restraints\u2019\ + \ hardness increases to 30, they have 60 hit points, and they can\u2019t be broken with a successful Strength check. (The emerald must be worth at least 2,000 gp if you also\ + \ wish to use the dimensional anchor effect described earlier.)

If you cast this spell\ + \ before the duration of a previous casting has lapsed, you can create a new set\ + \ of restraints or reset the previous spell\u2019s duration. If you used an expensive\ + \ material component during a previous casting, you must again use a component\ + \ when creating new restraints or resetting the duration if you wish to maintain\ + \ the special effect. You do not need to touch these previously created shackles to renew their duration, though you\ + \ must be on the same plane as the shackles. When this spell ends, the restraints\ + \ disappear, and any ongoing effects created by the spell end.

" + 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\u2019\ + s 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.

The\ + \ chain radiates darkness in a 10-foot-radius spread around you, reducing the\ + \ illumination level in this area by one step, but not below the level of dim\ + \ light.

You can wield the shadow barbs as a spiked chain as if you were fully proficient with spiked chains. Any additional\ + \ abilities or feats that you possess that apply to spiked chains apply to the\ + \ shadow barbs as well. The weapon functions as a +2 vicious\ + \ spiked chain. Its enhancement bonus increases to +3 at caster level 11th, to +4 at caster level 15th, and finally to +5 at caster level 19th. When the spell effect ends, you can make a Will save against\ + \ the spell\u2014if successful, all of the damage caused to you by the shadow\ + \ barbs\u2019 vicious weapon quality vanishes, unless you are dead or unconscious at the time the spell ends, in which case you automatically fail\ + \ this Will\ + \ save and the vicious weapon damage remains.

" + 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.

You\ + \ can speak and cast spells and perform mental actions, but you have no physical\ + \ substance and cannot manipulate objects or attack physically. You can deliver\ + \ touch spells and effects as if making an incorporeal touch attack. Your equipment\ + \ merges with your shadow body, so you can\u2019t cast spells with a material\ + \ component unless those spells are prepared with Eschew Materials.

" + 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.

When you throw a bomb and hit a direct target, a shadowy substance is released from the bomb covering the direct target and up to three creatures that take damage\ + \ from the bomb\u2019s splash (alchemist\u2019s choice). The affected creatures must successfully make a\ + \ Fortitude\ + \ saving throw, or they gain concealment but treat all other creatures as having concealment for the duration of the shadow bomb admixture. This effect does\ + \ not ignore spell resistance.

" + 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.

Spells that deal damage have\ + \ normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from\ + \ the attack. If the disbelieved attack has a special effect other than damage,\ + \ that effect is only 20% likely to occur. Regardless of the result of the save\ + \ to disbelieve, an affected creature is also allowed any save that the spell\ + \ being simulated allows, but the save DC is set according to shadow conjuration\u2018\ + s level (4th) rather than the spell\u2019s normal level. In addition, any effect\ + \ created by shadow conjuration allows Spell Resistance, even if the spell\ + \ it is simulating does not. Shadow objects or substances have normal effects\ + \ except against those who disbelieve them. Against disbelievers, they are 20%\ + \ likely to work.

A shadow creature has one-fifth the hit points of a normal\ + \ creature of its kind (regardless of whether it\u2019s recognized as shadowy).\ + \ It deals normal damage and has all normal abilities and weaknesses. Against\ + \ a creature that recognizes it as a shadow creature, however, the shadow creature\u2019\ + s damage is one-fifth (20%) normal, and all special abilities that do not deal\ + \ lethal damage are only 20% likely to work. (Roll for each use and each affected\ + \ character separately.) Furthermore, the shadow creature\u2019s AC bonuses are\ + \ just one-fifth as large. A creature that succeeds on its save sees the shadow\ + \ conjurations as transparent images superimposed on vague, shadowy forms.\ + \ Objects automatically succeed on their Will saves against this spell.

" + 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).

Your shadowy natural weapons are only half as strong as the real things, though creatures\ + \ that believe them to be real are affected at full strength. A creature is permitted\ + \ one Will\ + \ save the first time you strike it. If it succeeds, the creature takes half damage\ + \ from such attacks for the duration of the spell. If you overcome a creature\u2019\ + s spell resistance on your first attack, that creature remains vulnerable for\ + \ the spell\u2019s duration; otherwise, it\u2019s immune.

" + 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.

If recognized as a shadow\ + \ enchantment, a damaging spell deals only one-fifth (20%) the normal amount of\ + \ damage.

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.\ + \ 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 enchantment\u2019s level (3rd) rather than the spell\u2019\ + s normal level. Objects, mindless creatures, and creatures immune to mind-affecting\ + \ effects automatically succeed at their Will saves against this spell.

\n" + 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.

You immediately stabilize, but cannot awaken or take any further actions until the second\ + \ duration expires.

As you vanish, a quasi-real duplicate of you made from\ + \ shadow substance appears where you fell, as if created by shadow\ + \ conjuration.

The duplicate acts on your initiative and is under your control. Your duplicate is 1/4 as real as you\ + \ and appears with 25% of your full hit point total, and any creature that fails\ + \ a Will\ + \ saving throw believes it to be you. The duplicate has the same equipment-based\ + \ bonuses as you, but deals only 1/4 of your normal damage against enemies. It\ + \ can cast any spells you can, drawing on your reserve of magic, but the duplicate\u2019\ + s caster level\ + \ is 1/4 your actual level. Regardless of your alignment, your shadow duplicate is neutral evil, though it will not harm\ + \ your friends and allies.

When the second duration of the spell expires,\ + \ your duplicate disappears and your body reappears in the location from which\ + \ you vanished. If the image is destroyed, the spell immediately expires and your\ + \ body reappears.

" + 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\u2019s normal level.

Non-damaging effects have normal effects except\ + \ against those who disbelieve them. Against disbelievers, they have no effect.

Objects\ + \ automatically succeed on their Will saves against this spell.

\n" + 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.

In\ + \ addition, the rift created by shadow invasion has a chance of attracting attention\ + \ from the other side, and the spell can be inverted to bring these watchers through.\ + \ When shadow invasion is dismissed as a standard action, there is a chance that a single evangelist kyton will be summoned under the caster\u2019s command (as per summon\ + \ monster V). This chance is 5% for every full round that shadow invasion\ + \ was active. If the caster level of shadow invasion is 16th or greater, this effect summons an\ + \ interlocutor kyton instead. A kyton summoned this way remains for a number of rounds equal\ + \ to what the remaining duration of shadow invasion would have been had it not\ + \ been dismissed. Successfully summoning a kyton this way is a lawful and evil act, as though casting a spell with the\ + \ lawful and evil descriptors.

" + 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\u2019\ + t 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\u2019\ + s 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\u2019s likeness and beseech the Mantis God to grant you access to lost knowledge and lore.

This\ + \ endows you with information that could facilitate the target\u2019s assassination\ + \ by your hands. This information must be chosen from one of the three following\ + \ categories-back doors, character, or weakness.

Back doors informs\ + \ you of hidden passages and other means of navigation within your target\u2019\ + s home. While inside your target\u2019s home, you gain a +10 insight bonus on Perception\ + \ checks and gain the constant benefits of detect secret doors and find traps. You automatically see through any illusory walls in the target\u2019\ + s home.

Character lets you know of a compromising detail about your\ + \ target\u2019s personal life, giving you a +10 bonus on Bluff, Diplomacy,\ + \ and Intimidate checks\ + \ when attempting to gather information about your contracted victim from other\ + \ people. Your target takes a -2 penalty on all saving throws against mind-affecting\ + \ effects you generate, and you gain a +4 bonus on caster level checks you attempt to overcome the target\u2019s spell resistance.

Weakness grants you knowledge of physical\ + \ vulnerabilities your target has, as well as information about the target\u2019\ + s damage reduction, immunities, and other defensive abilities. If these vulnerabilities and defenses change during the spell\u2019s duration, you\ + \ immediately know. You automatically confirm all critical threats against the\ + \ target.

Once your victim is slain or a month has passed (whichever comes\ + \ first), the information you gained from the spell fades. While you can recall\ + \ certain elements of these memories, you no longer gain any of the benefits associated\ + \ with the spell. You can only have one target affected by shadow memory at any\ + \ one time; if you cast this spell a second time while a previous casting is still\ + \ active, the effects of the new spell replace the effects of the old one.

" + 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.

While projecting\ + \ your shadow, you gain a shadow\u2019s darkvision, defensive abilities, fly speed, racial stealth modifier, and strength damage attack. You do not gain the creature\u2019\ + s create spawn ability, nor its skill ranks or Hit Dice.

Your shadow\ + \ has Hit Dice and hit points equal to your own.

Your shadow projection has the\ + \ undead type and may be turned or affected as undead.

If your shadow projection is slain, you return to your\ + \ physical body and are immediately reduced to -1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize.

" + 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.

Shadow transmutation can mimic any of the following\ + \ spells: animal growth, anthropomorphic animal, enlarge person, fins to feet, longarm, polymorph, reduce person, and stone fist.

If using shadow transmutation as polymorph,\ + \ the target does not gain any sensory abilities that its new form has (such as\ + \ low-light vision or darkvision) and the speed of any movement types gained from the spell cannot\ + \ exceed the target\u2019s base speed or natural speed with those movement types\ + \ (whichever is higher).

A creature under the effects of shadow transmutation\ + \ deals normal damage and has all the normal abilities and weaknesses of whatever\ + \ form it assumes using the spell.

Any creature that interacts with a target\ + \ under the effects of the spell (including attacking or being attacked by that\ + \ creature) can attempt a Will save to recognize the target\u2019s true nature. Creatures that succeed\ + \ at their Will saves to disbelieve the illusion take one-fifth (20%) of the normal\ + \ damage from the target\u2019s natural attacks or special abilities granted by the target\u2019s shadowy\ + \ form (if any), and the target\u2019s special abilities that don\u2019t deal\ + \ damage have only a 20% chance of working against them. Creatures that succeed\ + \ at their saves see the shadow transmutation as transparent images superimposed\ + \ over the target.

\n" + 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.

In the region of shadow, you move\ + \ at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus,\ + \ you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto\ + \ the Material Plane.

Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can\u2019t make out details of\ + \ the terrain or areas you pass over during transit, nor can you predict perfectly\ + \ where your travel will end. It\u2019s impossible to judge distances accurately,\ + \ making the spell virtually useless for scouting or spying. Furthermore, when\ + \ the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal\ + \ direction from your desired endpoint. If this would place you within a solid\ + \ object, you are shunted 1d10 x 1,000 feet in the same direction. If this would\ + \ still place you within a solid object, you (and any creatures with you) are\ + \ shunted to the nearest empty space available, but the strain of this activity\ + \ renders each creature fatigued (no save).

Shadow walk can also\ + \ be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow\ + \ to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.

Any creatures touched by you when\ + \ shadow walk is cast also make the transition to the borders of the Plane\ + \ of Shadow.

They may opt to follow you, wander off through the plane, or\ + \ stumble back into the Material Plane (50% chance for either of the latter results\ + \ if they are lost or abandoned by you). Creatures unwilling to accompany you\ + \ into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

" + 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.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the shadow weapon strikes it. If the weapon\ + \ is successfully resisted, the spell is dispelled. If not, the target may save\ + \ to disbelieve as normal.

At 5th level, the weapon gains a +1 enhancement bonus. At 10th-level, you may increase the enhancement bonus to +2 or add the frost or keen weapon property. The frost and keen properties have no effect if the target\ + \ makes its disbelief save.

The spell ends if the weapon leaves your possession.

" + 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.

Targets perceive all illumination as if it were one light level\ + \ darker, to a minimum light level of darkness (not supernatural darkness), even on a successful saving throw.

Fleeting\ + \ mental shadows of regrets and anxieties distract the spell\u2019s targets; at\ + \ the start of each of their turns, they must each succeed at a Will save or be staggered for 1 round. A good-aligned target takes a \u20134 penalty on saving\ + \ throws against this effect; an evil-aligned target gains a +4 bonus instead.

" + 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\u2014\ + it 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.

However, the spell creates an illusion of darkness rather than actual darkness, so low-light and darkvision\ + \ don\u2019t allow a target to see in the conditions created by the spell. Even\ + \ targets that see normally through magical darkness suffer a loss of vision from this spell.

" + 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.

When this\ + \ spell is cast upon a 5-foot-square part of a wall, it creates an extradimensional\ + \ space adjacent to the Plane of Shadow. Creatures in the extradimensional space are hidden beyond the reach of spells (including divinations)\ + \ unless those spells work across planes. The space holds as many as 10 creatures\ + \ (of any size). The entrance to the extradimensional space remains visible as an area that is darker than the\ + \ ambient illumination.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional\ + \ space can see out of it as if a 5-foot-by-5-foot door or window were centered\ + \ on the affected surface. The window is invisible (though it is within the shadowed entrance to the spell, which\ + \ is visible), and even creatures that can see the window from the outside can\u2019\ + t see through it. Anything inside the extradimensional space is ejected when the spell ends. Only one creature\ + \ may enter or exit the extradimensional space at a time.

The entrance is only open when the\ + \ area around it is in dim light. Any other level of light (brighter or darker)\ + \ closes the entrance, trapping creatures inside the extradimensional space. If the entrance is closed when the spell expires,\ + \ there is a 50% chance that creatures in it are ejected into the Shadow Plane instead of the location of the entrance. If this occurs, the\ + \ creatures appear on the Shadow Plane 1d10 miles in a random direction from their corresponding location\ + \ on the Material Plane. The spell has no effect if cast on a plane that is not adjacent\ + \ to the Shadow Plane.

Because the extradimensional space is adjacent to the Shadow Plane, any shadow walk spell or similar effect that allows travel to the Shadow Plane is more accurate, reducing the distance creatures arrive off-target\ + \ by half.

" + 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\u2019\ + t 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.

The\ + \ target regards the discarded items with revulsion, and if forced to touch such\ + \ an item (such as with a melee or ranged touch attack using the item as an improvised weapon), the target becomes\ + \ sickened\ + \ for 1d3 rounds. Other than the move action to remove items, the character can take whatever actions it chooses.

" + 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).

The chosen form can\u2019t have a fly\ + \ speed. The subject\u2019s statistics change as per the appropriate spell except\ + \ the creature\u2019s ability scores and natural armor do not change. The creature can change between its natural\ + \ form and the chosen form at will as a standard action.

\n" + 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.

This spell does not allow you to reshape a portion\ + \ of a large object, such as a wall; you must be able to reshape the entire target\ + \ within the spell\u2019s duration or the spell fizzles and has no effect.

" + 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.

A lawful + creature struck by the shard takes 1d8 points of damage per two caster levels + (maximum 5d8). A lawful + outsider + instead takes 1d6 points of damage per caster + level (maximum 10d6) and is slowed (as slow) + for 1 round. A successful Will + save reduces the damage to half and negates the slow effect. The bolt has no effect + on chaotic + creatures. This spell deals only half damage to creatures that are neither lawful + nor chaotic, + and they are not slowed.

+ 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.

Similarly, this spell does + not affect the basic nature of the target, or its disposition toward you or anyone + else, so convincing it to actually carry out these instructions could require + negotiation, threats, or outright bribery.

+ 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.

The\ + \ sensory link with your familiar can be detected as though it were a scrying\ + \ sensor.

" + 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.

\n" + 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.

The target of this spell takes the remainder of the damage. Forms + of harm that do not involve hit + points, such as charm + effects, temporary ability + damage, level + drain, and death effects cannot be shared through this link. If you suffer + a reduction in hit + points because of a lowered Constitution + score, the reduction is not split + with the target of this spell 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 back to you.

If you and the target of the spell move out + of range of each other, the spell immediately ends.

+ 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.

You\ + \ take 1d6 points of negative energy damage plus 1d6 points of damage for every\ + \ 2 caster levels you possess beyond 1st (to a maximum of 5d6 at 9th level). The\ + \ target takes an amount of damage equal to the damage you took this way, plus\ + \ an amount equal to your Intelligence modifier (if you\u2019re a witch or wizard), Wisdom modifier (if you\u2019re an inquisitor), or Charisma modifier (if you\u2019re an antipaladin or sorcerer).

Damage from this spell cannot be divided by effects such\ + \ as shield other or unwilling shield; it cuts through such protections completely.

" + 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.

When you deliver the spell, you receive a negative level for the duration of the spell, and the other target receives\ + \ a +1 insight bonus to her caster level and a +1 insight bonus to the save DCs of all of her spells. At 11th level, you can\ + \ opt to take four negative levels to grant a +2 insight bonus to the other target\u2019s caster level and spell save DCs if you wish, while at 17th level you can\ + \ take 6 negative levels to increase the insight bonus to +3. Any effect that removes or prevents the negative level immediately ends the sharesister spell. Negative levels received\ + \ from the spell vanish as soon as this spell effect ends. Negative levels from multiple castings\ + \ of this spell stack.

" + 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.

Used as an area attack, shatter destroys non-magical + objects of crystal, glass, ceramic, or porcelain. All such unattended objects + within a 5-foot radius of the point of origin are smashed into dozens of pieces + by the spell. Objects weighing more than 1 pound per your level are not affected, + but all other objects of the appropriate composition are shattered.

Alternatively, + you can target shatter against a single solid non-magical object, regardless + of composition, weighing up to 10 pounds per caster level. Targeted against a + crystalline creature (of any weight), shatter deals 1d6 points of sonic + damage per caster level (maximum 10d6), with a Fortitude + save for half damage.

+ 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.

If you and your\ + \ companion move out of range of each other, the spell ends.

" + 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.

If you + and the subject of the spell move out of range of each other, the spell ends.

+ 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).

The spell does not shield writing, sign language, + or any form of communication other than speaking.

+ + ' + 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.

Any creature + that strikes you with a melee attack deals normal damage, but also takes 1d6 points + of fire damage + 1 point per caster level (maximum +15).

Creatures with + reach weapons are not subject to this damage if they attack you. The shield provides + illumination as if it were a continual flame spell. You can only have one instance + of this spell in effect at a time. It does not stack with similar damaging aura + spells such as fire shield.

+ + ' + 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.

\n

First, each warded creature gains a +4 deflection\ + \ bonus to AC and a +4 resistance bonus on saves. Unlike protection\ + \ from chaos, this benefit applies against all attacks, not just against\ + \ attacks by chaotic creatures.

\n

Second, a warded creature gains Spell\ + \ Resistance 25 against chaotic spells and spells cast by chaotic creatures.

\n\ +

Third, the abjuration protects you from possession and mental influence, just\ + \ as protection from chaos does.

\n

Finally, if a chaotic creature succeeds\ + \ on a melee attack against a warded creature, the attacker is slowed\ + \ (Will\ + \ save negates, as the slow spell, but against shield of law\u2018s save DC).

\n
" + 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.

At the\ + \ end of this spell\u2019s duration, the shards reform into their original shield\ + \ form. You regain its shield bonus to AC, provided you still have a free hand in which to wield\ + \ it. Otherwise, the shield falls at your feet in your square.

" + 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.

When you are down to\ + \ one wing (and a fly speed of 10 feet), your maneuverability drops to poor. When\ + \ you lose your final wing, you become immune to fire damage for 1 additional\ + \ minute, after which the effects of this spell end.

" + 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\u2019\ + s 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.

Once you cease concentrating, the sound\ + \ moves so that it remains the same relative distance and direction from the target.

This\ + \ spell can fool any sound-based blindsense or blindsight (including echolocation), but it can\u2019t fool other\ + \ forms of detection such as other forms of blindsense or blindsight, lifesense, normal vision, and tremorsense. The target receives a saving throw against the effect if it\ + \ doesn\u2019t wish for you to shift its sound, and any creature that interacts\ + \ with the illusion receives a Will save to disbelieve the glamer.

" + 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.

As a move action, you may move the area of shifting sand up to 10 feet\ + \ in any direction. Creatures that are entangled or prone in the spell\u2019s area are carried along with the shifting sand\ + \ in the same direction if possible. This movement does not provoke attacks of\ + \ opportunity. Unattended Medium or smaller objects may also be carried along\ + \ or shallowly buried by the shifting sand.

" + 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.

This\ + \ spell does not cause affected creatures to risk accidentally attacking their\ + \ allies, but it does require them to concentrate harder to keep track of their\ + \ allies and foes. While this spell is in effect, every creature in the area can\ + \ treat any other creature in the area as an allied threatening creature for the\ + \ purpose of flanking. Further, whenever a creature in the area would provoke an attack\ + \ of opportunity from an enemy, that creatures\u2019 allies in the area must\ + \ succeed at a Reflex save or lose one attack of opportunity for that round as they suppress the instinct to attack\ + \ a vulnerable target that might be an ally. The shadows do not hinder precision-based\ + \ attacks or create areas of dim light.

Creatures under the effect of true seeing are not affected by this spell. Creatures with scent or keen scent, creatures that are blind, and creatures that operate effectively without vision (such\ + \ as creatures with blindsight or blindsense) are also not affected by this spell.

" + 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.

Lastly,\ + \ if either you or the target moves more than 30 feet away from the other, the\ + \ cord crackles with a surge of light and sends a blast of force along its length\ + \ to the other end. This blast deals 1d6 points of damage per two caster levels\ + \ (maximum 10d6) and stuns the one who moved out of range for 1 round\u2014a successful\ + \ Fortitude\ + \ save halves the damage and negates the stun effect. This blast ends the spell and severs the connection between\ + \ you and your target.

Although the shining cord makes a visible\ + \ connection between you and your target, creatures can move through it without\ + \ ill effect. The cord even passes through solid objects as necessary to maintain\ + \ the connection between you and 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 +Shining Scales: + area: null + casting_time: 1 standard action + components: V, S, M (a drop of mercury) + description: '' + duration: 1 minute/level + effect: null + level: alchemist 3, bloodrager 3, medium 3, sorcerer/wizard 3 + range: personal + saving_throw: Will negates (harmless) + school: evocation [draconic, good] + spell_resistance: 'no' + target: you +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.

    \n
  • Attack: You may throw the arrow\ + \ up to Medium range or fire it from a bow up to the bow\u2019s maximum range.\ + \ Either use is a ranged touch attack. The arrow deals 1d6 points of electricity damage + 1 point\ + \ per level (maximum +5).
  • \n
  • Beacon: You throw or fire the arrow\ + \ straight up. When it reaches maximum range or a solid surface (such as the roof\ + \ of a cave) it explodes in a peal of thunder and forms a forked bolt of electricity\ + \ resembling a holy symbol, which lingers for 1 round. The thunder and lightning are as\ + \ loud and bright as natural thunder and lightning, but they do not harm any nearby\ + \ creatures.
  • \n
" + 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\u2019\ + s 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\u2019\ + s 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.

Shrink item can be made permanent\ + \ with a permanency spell, in which case the affected object can be shrunk and\ + \ expanded an indefinite number of times, but only by the original caster.

" + 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.

This\ + \ appearance varies based on the viewer, but is always an ordinary member of that\ + \ viewer\u2019s race, ethnicity, or nationality.

This familiarity grants\ + \ a +2 bonus on Diplomacy\ + \ checks attempted by affected targets against those not affected by the spell.

Creatures\ + \ with an attitude of unfriendly or hostile toward an affected target can attempt\ + \ a Will\ + \ save to disbelieve the effect the first time they encounter that target.

" + 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\u2019\ + s 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.

\n" + 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.

All creatures within the area of effect take 1d6\ + \ points of force damage per caster level (maximum 15d6) and are subjected to a bull rush that attempts to push them directly away from you. The blast\u2019s bull rush effect has a CMB bonus equal to your caster level + your Intelligence, Wisdom, or Charisma modifier (whichever is highest). You are unaffected by both the\ + \ spell\u2019s damage and its bull rush effect, and may select up to one creature per 4 caster levels to\ + \ also be ignored by the spells effects.

" + 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.

Creatures + moving into the cloud after the spell is cast gain concealment + (but not total concealment) + due to the illusion. Any creatures within the cloud can see each other normally + and can see out from within the cloud as though it were transparent. If a creature + other than you that has total concealment + due to the cloud makes an attack against any foe, it loses total concealment + and gains concealment + instead. If you make an attack against any creature, the spell ends.

A creature + that examines the cloud from the outside and succeeds at a DC 20 Knowledge + (nature) check notices the silt cloud is unnaturally compact and fast moving, + and that creature can attempt an immediate saving throw to disbelieve the illusion. + Other circumstances (such as if the silt cloud floats in the middle of otherwise + clear waters) can modify the DC of the Knowledge + (nature) check.

This spell can be cast only underwater.

+ 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\u2019\ + s 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.

At all times, the simulacrum remains under your\ + \ absolute command. No special telepathic link exists, so command must be exercised\ + \ in some other manner. A simulacrum has no ability to become more powerful. It\ + \ cannot increase its level or abilities. If reduced to 0 hit points or otherwise\ + \ destroyed, it reverts to snow and melts instantly into nothingness. A complex\ + \ process requiring at least 24 hours, 100 gp per hit point, and a fully equipped\ + \ magical laboratory can repair damage to a simulacrum.

" + 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.

If siphon magic successfully ends a spell effect\ + \ on the target, the remaining duration of that spell effect is transferred to\ + \ you. That spell effect plays out for the rest of its duration as if you had\ + \ been the original target. If the spell allows a saving throw to resist the effect,\ + \ you gain a saving throw as if the spell were just being cast upon you, although\ + \ this does not \u201Creset\u201D the spell\u2019s duration.

" + 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.

A successful Fortitude save halves this penalty. This penalty doesn\u2019t stack with\ + \ itself or the penalty applied from ray of enfeeblement.

You can grant any one creature adjacent to you\ + \ (including yourself) an enhancement bonus to Strength equal to the Strength penalty imposed by this spell.

" + 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.

Any creature + that takes damage from a sirocco becomes fatigued + (or exhausted, + if already fatigued, + such as from a previous round of exposure to a sirocco spell). Creatures + with the water subtype take a -4 penalty on all saving + throws against this spell and take double normal damage.

+ 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.

The undead you create are 1 Hit Die skeletons that possess Profession (sailor) scores equal to half your character level plus your Wisdom modifier (for clerics), Intelligence modifier (for witches and wizards), or Charisma modifier (for sorcerers and summoners). Each skeleton can perform the duties of one crew member but has no other abilities.\ + \ The created skeletons cannot speak, attack, or even defend themselves. The only orders\ + \ they obey are ones pertaining to the operation of a ship. Skeletal crew members\ + \ are not proficient with any weapons or armor.

You can\u2019t create more\ + \ Hit Dice of skeletal crew members than twice your caster level with a single casting of skeleton crew. The desecrate\ + \ spell doubles this limit. The undead you create by casting skeleton crew remain under your control for the duration of the spell, and\ + \ do not count against your limit of total Hit Dice worth of undead creatures you can control.

A skeletal crew member can only be\ + \ created from a mostly intact humanoid corpse. The corpse must have bones. When you cast this spell, any\ + \ flesh left on the corpses melts away into fog.

" + 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\u2019\ + s 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\u2019\ + s 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.

HAUNT STATISTICS

Notice Perception DC 20 (to taste a hint of rot) or DC 25 (if the affected creature\ + \ is wearing armor or heavy clothing); hp 5 hp; Trigger conditional\ + \ (using the item or the spell\u2019s remote effect); Reset none

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" + 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).

Your\ + \ possessed skin is identical to you in all ways, except the following: It has\ + \ only half the number of hit points you had at the time you cast the spell, and cannot be healed above\ + \ this maximum; construct type, traits, and immunities; Str 3, Con \u2014; DR 10/piercing or slashing; and compression (as the universal monster ability). Your skin can take any actions\ + \ you could normally take in your own body (such as to fight or cast spells).

When\ + \ your skin leaves your body, your body\u2019s hit points drop to 0. Your body cannot heal damage naturally while you have\ + \ no skin, nor do spells that cure hit point damage work on your body; only regeneration\ + \ (from a regenerate spell, ring of regeneration, the regeneration monster ability, or any other effect that can regrow missing\ + \ limbs) or heal can regrow your skin and allow you to heal above\ + \ 0 hit\ + \ points.

If your body is regenerated before your skin returns to it,\ + \ the skin dies and your consciousness returns automatically to your body. Your\ + \ skin can be preserved with gentle repose and is suitable for any purpose\ + \ that requires some of your flesh (such as a resurrection spell) or any magic or ritual\ + \ that requires a creature\u2019s skin.

When your skin returns to your body,\ + \ you regain hit points equal to your skin\u2019s remaining hit points. If the spell ends before you reunite with your skin or if your\ + \ skin is killed while you are in your body, you remain helpless and at 0 hit points until your full body is restored to you (requiring powerful magic,\ + \ as described above). If your body dies while you are possessing your skin, you\ + \ die when the spell ends, regardless of how many hit points the skin has left. If your body or skin is slain with your consciousness\ + \ in it, the spell ends and you are instantly killed.

This spell leaves\ + \ long scars on your skin where it split apart, although these fade normally with\ + \ the use of healing magic.

" + 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.

If\ + \ the target has a swim speed, it can move through the air at that speed. Otherwise,\ + \ it must succeed at Swim\ + \ checks to move as normal. Still air is treated as calm water, light or moderate\ + \ wind is treated as rough water, strong or severe wind is treated as stormy water,\ + \ and the target cannot swim through stronger winds. This spell does not grant\ + \ the ability to breathe air to creatures that normally can\u2019t.

" + 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\u2019\ + s 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.

The image of the sky created by this spell\ + \ counts as the actual sky for purposes of effects that require view of the sky,\ + \ sun, stars, or other features (including for spell preparation or deific obediences).\ + \ It does not enable spells or effects that draw effects from the sky (such as\ + \ call lightning).

Light created by this effect functions\ + \ normally and harms creatures vulnerable to bright light or direct sunlight.

" + 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.

The targeted\ + \ creature must succeed at a Will save or it is overwhelmed with an inability to repress urges to indulge\ + \ in whatever sin most closely mirrors its personality, and a glowing rune appears\ + \ upon the creature\u2019s body (usually the brow), identifying the sin. (The\ + \ GM adjudicates which rune manifests on the creature\u2019s body, as appropriate.)

Each\ + \ round, at the start of its turn, the target must attempt a new Will saving throw against the spell\u2019s DC to resist the sin\u2019s enslavement.\ + \ If the target succeeds at this saving throw, it is sickened for that round by the distractions of its sin. If it fails, it is\ + \ sickened\ + \ and staggered as it spends part of its action wallowing in its targeted sin (a\ + \ wrathful victim might waste time spouting threats and profanity, while a slothful\ + \ victim might merely be slow and hesitant, and a lustful victim could well spend\ + \ precious moments ogling or fawning over something of beauty).

" + 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.

The subject moves at half speed and is limited\ + \ to a single move action each round. It is not capable of moving at a higher rate of speed\ + \ or taking actions other than movement except by magical assistance, and automatically\ + \ fails any Dexterity\u2013 or Strength-based skill checks. If the creature takes any damage while sleepwalking\ + \ it must make a new saving throw or the spell ends and the creature awakes (if it has more than\ + \ 0 hit\ + \ points). When the spell ends or is dismissed, the target remains unconscious\ + \ and must be awoken normally. While sleepwalk allows an unconscious creature to move, it does not awaken the creature, nor does it\ + \ stabilize\ + \ or otherwise heal them. A disabled creature that moves about while under the effects of this spell\ + \ does not start dying again as a result of this movement.

" + 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.

A\ + \ sleeping creature doesn\u2019t get a save against this spell. The suggested\ + \ activity must not cause the target to directly harm itself or others, but it\ + \ doesn\u2019t need to be reasonable. For example, you could instruct the target\ + \ to unlock doors and windows or poison its ally\u2019s rations, but not jump off a roof or perform a coup de grace action against a sleeping ally. Instructions that cause direct\ + \ harm prompt the target to awaken just prior to performing the action and the\ + \ target experiences a vague memory of what it was supposed to do.

The target\ + \ moves at its speed, but isn\u2019t capable of running or moving at a higher\ + \ rate of speed. It moves in dark conditions as if it had darkvision and can perform most simple and skill-based actions, but it can\u2019\ + t engage in combat, spellcasting, or actions that require significant cognitive\ + \ awareness (like making complex decisions, solving puzzles, or using complicated\ + \ magic items). If the creature takes any damage while sleepwalking, it must attempt\ + \ a new saving throw. If it succeeds, the spell ends and the creature awakens.\ + \ When the target completes the suggested course of activity, or when the spell\ + \ ends or is dismissed, the target remains unconscious and returns to where it was sleeping and must be awoken normally.\ + \ It retains no memory of what it did while unconscious (with the only exception described above).

Unlike the sleepwalk spell, attempts to use sleepwalking suggestion on a creature\ + \ that is unconscious for any reason other than sleep automatically fail. A creature\ + \ affected by sleepwalking suggestion is unaware it has been programmed\ + \ to act in its sleep (unless awoken because it was about to cause harm).

" + 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\u2019t move in that round, while failure by 5 or more means\ + \ it falls (see the Acrobatics\ + \ skill for details).

The sleet extinguishes torches and small fires.

By\ + \ the way\u2026

The sleet, snow, and ice created by this spell does not\ + \ move with a ship, but the deck is considered icy. This spell also allows a ship\ + \ to make an additional saving throw to extinguish fires.

" + 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.

The DC of all Climb checks for the affected surfaces increases by twice your caster level (maximum +20).\ + \ Creatures cannot take 10 on Climb checks while scaling the affected surfaces, even if they have a climb\ + \ speed or other ability that would normally allow taking 10. This spell has no\ + \ effect on magical walls or surfaces, such as the sides of a hole created with\ + \ create pitAPG.

" + 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.

If going downhill, speed increases\ + \ by 20 feet instead, but slipstream provides no movement bonus when going\ + \ uphill.

While swimming, the slipstream increases the target\u2019\ + s swim speed by 20 feet-if the target does not have a swim speed, this spell grants\ + \ a swim speed of 20 ft.

" + 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\u2014once 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.

Multiple slow effects don\u2019\ + t stack. Slow counters and dispels haste.

" + 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).

Strong stimulants, effects that increase the target\u2019\ + s Constitution, or physical trauma (such as taking 10 or more points of damage\ + \ from a single attack) negate the spell immediately. 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: 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.

A haste + effect cast on a creature slowed by the mud allows it to act normally for the + duration of the haste. + Slow + does not stack with the effects of slowing mud. This spell cannot counter or dispel + haste.

+ 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\u2019\ + s 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.

As long\ + \ as the snakes remain within sight, you can direct their actions telepathically\ + \ as a free action. You can only apply this spell to wooden objects not in a creature\u2019\ + s possession or not part of a larger structure or plant. Each time you cast this\ + \ spell you can create a number of snakes equal to your caster level. More powerful snakes take up more than one of your available\ + \ total, as noted below.

Venomous Snake: A stick or piece of firewood. Counts as 1 snake.

Constrictor Snake: A staff or tree branch. Counts as 2 snakes.

Advanced Venomous Snake: A stick or piece of firewood. Counts as 2 snakes.

Advanced Constrictor Snake: A staff or tree branch. Counts as 3 snakes.

Advanced Giant Venomous Snake: A log or pile of debris. Counts as 4 snakes.

Advanced Giant Constrictor Snake: A fallen tree or a large pile of debris. Counts\ + \ as 5 snakes.

" + 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.

The + snare is magical. To escape, a trapped creature must make a DC 23 Escape + Artist check or a DC 23 Strength + check that is a full-round action. The snare has AC + 7 and 5 hit points. A successful escape from the snare breaks the loop and ends + the spell.

+ 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.

You can\ + \ form a mass of snow into any shape that suits your purpose, as per the spell\ + \ stone shape. While it\u2019s possible to make crude objects with snow shape,\ + \ most fine details aren\u2019t possible. However, a successful Craft (weapons) check allows you to create a bladed weapon from the snow.\ + \ The DC of this check is equal to the DC listed with the Craft (weapons) skill. You must be the one to make the Craft check and must do so at the time of casting this spell. A failed check\ + \ means that the spell is cast normally but the weapon created is malformed and\ + \ useless. This spell can only be used to craft weapons and not more precise tools\ + \ or elaborate armors.

Once you create the item with this spell, it solidifies\ + \ into super-hard ice, gaining a hardness of 5 and 10 hit points per inch of thickness. This weapon takes double damage from fire.\ + \ Anyone using an ice weapon takes a \u20132 penalty on attacks due to the slippery,\ + \ unwieldy nature of the weapon, but the weapon deals 1 point of cold damage in\ + \ addition to its normal damage. A weapon created by this spell lasts for 24 hours\ + \ before melting into uselessness.

" + 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\u2019s 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.

A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast\ + \ spells. A creature that succeeds on its save can move through the mud at half\ + \ speed, and it can\u2019t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the\ + \ area can move at only half their normal speed and can\u2019t run or charge over\ + \ the surface. Stone softened into clay does not hinder movement, but it does\ + \ allow characters to cut, shape, or excavate areas they may not have been able\ + \ to affect before.

While this spell does not affect dressed or worked stone,\ + \ cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually,\ + \ this causes a moderate collapse or landslide as the loosened material peels\ + \ away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).

A moderate amount of structural damage can be dealt to\ + \ a manufactured structure by softening the ground beneath it, causing it to settle.\ + \ However, most well-built structures will only be damaged by this spell, not\ + \ destroyed.

" + 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.

Unlike normal fog, only a severe wind (31+ mph) disperses these + vapors, and it does so in 1 round.

Solid fog can be made permanent with + a permanency + spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

+ 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.

Burrowing creature (including those using earth glide) + treat the area as difficult terrain. Any creature that begins its turn burrowing + in the affected area becomes entangled + for 1 round (Reflex + negates). Tremorsense + and similar senses are ineffective within the affected area. Creatures with the + earth mastery special ability (such as earth + elementals) double their bonus on attack and damage rolls so long as both + they and their targets are touching the area affected by this spell.

+ 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.

\n" + 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.

If you cast songbird during\ + \ the same round in which you attempt a Perform check, songbird acts as accompaniment and grants a +3 bonus on that\ + \ Perform check.

If\ + \ you cast songbird in the same round in which you activate a bardic performance, that round of bardic performance does not count against your total rounds of bardic\ + \ performance available for the day.

If you cast songbird in the same\ + \ round in which you cast a spell with the sonic descriptor, that spell\u2019s save DC increases by 1.

" + 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.

You cannot enter an\ + \ area of silence. If you are in the area of a silence spell, you take 1d6 points of sonic damage per caster level of the silence spell in the round it is cast and in each round when you end your\ + \ turn within the spell\u2019s area. You can attempt a Fortitude saving throw each round to take half damage.

If this spell\u2019\ + s duration ends when you are in a square that a creature of your size cannot normally\ + \ occupy, you take 3d6 points of damage and are shunted to the nearest open space\ + \ that you can normally occupy.

" + 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\u2019s 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).

You can use this spell to + hurl an object or creature toward a particular target. You must succeed on attack rolls + (one per creature or object thrown) to hit the target with the items, using your + base + attack bonus + your Intelligence + modifier (if a wizard) + or Charisma + modifier (if a bard + or sorcerer). + Hurled weapons cause standard damage (with no Strength + bonus; note that arrows or bolts deal damage as daggers of their size when used + in this manner). Other objects cause damage ranging from 1 point per 25 pounds + (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, + dense objects). Objects and creatures that miss their target land in a square + adjacent to the target.

Creatures that fall within the weight capacity of + the spell can be hurled, but they are allowed Will + saves (and spell + resistance) to negate the effect, as are those whose held possessions are + targeted by the spell.

If a hurled creature is thrown against a solid surface, + it takes damage as if it had fallen 10 feet (1d6 points).

+ 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).

The focus for this spell is a black sapphire + of at least 1,000 gp value for every HD possessed by the creature whose soul is + to be bound. If the gem is not valuable enough, it shatters when the binding is + attempted. (While creatures have no concept of level or HD as such, the value + of the gem needed to trap an individual can be researched.)

+ 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.

This spell protects the target\u2019s soul by briefly\ + \ enveloping the target in an ethereal vault. The target gains a +4 bonus on saving\ + \ throws against spells and effects that would trap or redirect its soul (such\ + \ as magic jar,\ + \ soul bind, and trap the soul) and effects that would transform the target into an undead creature. The target is granted a save to negate such effects even\ + \ if one is not normally allowed. If it\u2019s cast on a living creature that\ + \ then dies, the target\u2019s body and spirit are protected by the spell for\ + \ its duration. If it\u2019s cast on a corpse within 1 round of death, the target\u2019\ + s body and soul are both protected. Otherwise, only the body receives the protection.

Any\ + \ spellcaster that worships the associated deity may learn and cast soul vault\ + \ as a 4th level spell, if it isn\u2019t normally on her class spell list. Soul\ + \ vault can be made permanent with the permanency spell at a cost of 7,500 gp and a minimum caster level of 11th.

" + 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\u2019s 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.

If the soul has not yet been judged\ + \ and moved on to its final reward or punishment, soulseeker provides an estimate\ + \ of its location; in most cases, this is somewhere in the River of Souls or Purgatory.\ + \ While this may assist in physically traveling to the soul\u2019s location, especially\ + \ in cases involving effects such as soul bind or a devourer\u2019s devour soul ability, the spell\u2019s primary purpose is\ + \ to identify how long the subject has been dead (and what form of life-restoring magic is necessary). If the soul has\ + \ already been judged, soulseeker instead identifies the plane to which the soul\ + \ has been sent as a petitioner and the petitioner\u2019s general location on that plane.

If soulseeker is\ + \ cast on the same plane on which the soul\u2019s new petitioner form currently exists, it guides you along the shortest, most\ + \ direct physical route to the petitioner, as described in find the path. In this case, the spell\u2019s duration is 1 hour per level.

" + 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.

While this spell is in effect, you must succeed + at a concentration + check (DC 20 + twice the spell level) to cast any spell, whether arcane or divine. + If you fail at the check, you lose the spell as if you had cast it to no effect.

+ 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.

If the attacking\ + \ undead\u2019s Hit Dice is less than or equal to your caster level, the blood drain or energy drain has no effect. If the attacking undead\u2019s Hit Dice are greater than your caster level, the undead must make a Fortitude save (against the DC of the spell) with each attack for those special\ + \ abilities to have any effect. The spell only prevents the Constitution damage from blood drain and negative levels from energy drain, but not any other effects of these attacks.

" + 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.

The language can\u2019t be a dead\ + \ language.

The target speaks the language with a native accent, but the\ + \ spell doesn\u2019t impart knowledge about any culture associated with the language,\ + \ nor does it change the target\u2019s appearance.

" + 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.

If the haunt\u2019s alignment is more than one step away from yours, the haunt can attempt a\ + \ Will\ + \ save to resist the spell. A haunt\u2019s Will save modifier is equal to 3 + the haunt\u2019s CR. If the save is successful, the haunt can refuse to answer\ + \ your questions or attempt to deceive you (using Bluff). A haunt\u2019s Bluff modifier equals its CR (minimum +0) or might be determined by the GM\ + \ based upon the original victim. The haunt can speak only about what it knew in life and the circumstances by\ + \ which it became a haunt. It cannot answer any questions that pertain to events that occurred\ + \ after it was created. A neutral or good haunt might cooperate with similarly\ + \ aligned creatures in order to end its suffering.

If a haunt has been subject to this spell within the past week, a new casting\ + \ of this spell on it fails. You can cast this on a haunt that has been deceased\ + \ for any amount of time. Unlike a corpse affected by speak with dead,\ + \ a haunt wants to express itself, if only to share its pain or to cause mischief.

" + 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\u2019t 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\u2019\ + s 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.

If the dead creature\u2019s alignment\ + \ was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse\ + \ can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about\ + \ what it knew in life. It cannot answer any questions that pertain to events\ + \ that occurred after its death.

If the corpse has been subject to speak\ + \ with dead within the past week, the new spell fails. You can cast this spell\ + \ on a corpse that has been deceased for any amount of time, but the body must\ + \ be mostly intact to be able to respond. A damaged corpse may be able to give\ + \ partial answers or partially correct answers, but it must at least have a mouth\ + \ in order to speak at all. This spell does not affect a corpse that has been\ + \ turned into an undead creature.

" + 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.

You can ask the sentient plane one question per 2 caster levels.

If\ + \ the plane\u2019s alignment is at least one step away from yours, the plane can attempt a Will save\ + \ to resist the spell. A plane typically has a +20 bonus on Will saves, and a demiplane typically has a +15 bonus on Will saves. A plane\u2019s traits can further affect these bonuses: a mildly\ + \ aligned plane receives a +2 bonus, and a strongly aligned plane or a plane with\ + \ the wild magic trait receives a +4 bonus on its save.

If a plane has been\ + \ subject to this spell within the past week, a new casting of this spell targeting\ + \ the same plane fails. If speak with plane targets a plane that does not have\ + \ a sentient structure, the spell fails.

" + 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.

To\ + \ cast this spell, you must be at the soul\u2019s place of death or be in the\ + \ soul\u2019s presence, whether it is contained in a receptacle, powers an intelligent\ + \ magic item, or other possibilities. The soul can attempt a Will save to resist the spell as if it were alive.

A soul contacted\ + \ this way can speak normally in any language it knows. Unlike speak with\ + \ dead and similar spells, you are not limited to asking questions and can\ + \ engage in normal conversation with the soul (and vice versa). The soul isn\u2019\ + t an undead creature and isn\u2019t compelled to speak or be truthful.

Generally,\ + \ the soul only knows what it knew in life, although souls that persisted with\ + \ awareness of their surroundings after death may have more to offer.

" + 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.

An evil creature struck by the spear takes 1d8 points of damage + per two caster levels (maximum 5d8). An evil outsider + instead takes 1d6 points of damage per caster + level (maximum 10d6) and is blinded + for 1 round. A successful Will + save reduces the damage to half and negates the blinded + effect. This spell deals only half damage to creatures that are neither evil nor + good, and they are not blinded. + The spear has no effect on good creatures.

+ 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.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved\ + \ evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an\ + \ AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand\u2019s AC as if it were the hand\u2019\ + s Dexterity modifier. The hand has 1 to 4 hit points, the same number that\ + \ you lost in creating it.

" + 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\u2019\ + s 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.

A spectral scout can communicate verbally with the caster but\ + \ can\u2019t be understood by others. A spectral scout can relay information it\ + \ has directly witnessed with perfect clarity, including sights, sounds, and smells, but it cannot further\ + \ interpret that information. For example, a spectral scout can report on how\ + \ many individuals it sees, the direction they are going, and what equipment they\ + \ carry; it can\u2019t tell the caster whether the people were friend or foe,\ + \ or their objective.

" + 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.

Speechreader\u2019s sight can be\ + \ made permanent with a permanency spell cast by a caster of 9th level or higher, at a cost of 2,500\ + \ gp.

" + 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\u2019re 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.

\n" + 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.

Only a particular spell can be\ + \ protected against, not a certain domain or school of spells or a group of spells\ + \ that are similar in effect. A creature can have only one spell immunity\ + \ or greater spell immunity spell in effect on it at a time.

\n" + 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.

When you are targeted by a + spell of higher level than the amount of spell turning you have left, that spell + is partially turned. Subtract the amount of spell turning left from the spell + level of the incoming spell, then divide the result by the spell level of the + incoming spell to see what fraction of the effect gets through. For damaging spells, + you and the caster each take a fraction of the damage. For non-damaging spells, + each of you has a proportional chance to be the one who is affected. If you and + a spellcasting attacker are both warded by spell turning effects in operation, + a resonating field is created. Roll randomly to determine the result.

If + you and a spellcasting attacker are both warded by spell turning effects + in operation, a resonating field is created.

Roll randomly to determine + the result.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
d%Effect
01-70Spell drains away without effect.
71-80Spell affects both of you equally at full effect.
81-97Both turning effects are rendered nonfunctional for 1d4 minutes.
98-100Both of you go through a rift into another plane.
' + 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.

Select one spell per five caster levels at the\ + \ time of casting. The spells selected cannot be changed after the spell is cast.\ + \ This spell otherwise functions like antimagic field, except its emanation only prevents the functioning of the\ + \ selected spells. Only the exact spells mentioned are affected\u2014a spellbane\ + \ set to prevent the casting of summon nature\u2019s ally II would not prevent castings of summon nature\u2019s ally I or summon nature\u2019s ally III. If you move into an area where a previously\ + \ cast spell you have selected as a banned spell is in effect, that spell is affected\ + \ as if by antimagic field. If the spell affects a summoned creature that has spell resistance, you must make a caster level check against the creature\u2019s spell resistance to make it wink out.

This spell can even negate an\ + \ antimagic field, another instance of this spell, or any spell that specifies\ + \ immunity to antimagic field (such as wall of force, prismatic sphere, and prismatic wall). Multiple spellbane effects can overlap. Their effects stack,\ + \ preventing the functioning of every spell targeted by any of the multiple spellbane\ + \ emanations. Spell effects created by artifacts or deities cannot be suppressed\ + \ by this spell.

" + 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.

Unlike with the spell burn spellblight, the burning sensation + is a tangible effect, visible during the act of spellcasting as an incorporeal, + violet flame surrounding the caster.

+ 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\u2019\ + s 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.

If the target is a spontaneous spellcaster, it\ + \ loses one of its available 3rd-level spell slots; if the target has no available\ + \ 3rd-level spell slots, it must lose a 2nd-level spell slot (progressing down\ + \ to 1st-level spell if it has no 2nd-level spell slots available).

If the\ + \ target has more than one spellcasting class, choose one at random to be affected.\ + \ This spell has no effect on spell-like abilities.

Any spell or spell slot lost because of this\ + \ spell is treated as if the caster had failed a concentration check while trying to cast it\u2014the spell or spell slot\ + \ is wasted and has no effect, but is recovered normally the next time the character\ + \ prepares spells or regains spell slots.

There is no initial saving throw\ + \ for this spell, but the target can attempt a Will saving throw each round at the end of its turn.

\n" + 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.

Within the area you choose to affect, the terrain\ + \ takes on a strange pale hue, as if colors were muted. Periodically, ripples\ + \ of vibrant color wriggle through the terrain.

Within this area, any spell,\ + \ spell-like ability, or magic item activation automatically triggers a primal\ + \ magic event\u2014a spellcaster can avoid triggering such an event by making\ + \ a concentration check (DC 15 + twice the spell\u2019s level), but non-spellcasters\ + \ who activate magic items have no such option.

You gain a +4 insight\ + \ bonus on concentration checks made to avoid triggering primal magic events\ + \ while within an area you have created, and if you do trigger a primal magic\ + \ event, you may roll d% twice and pick which of the two results you wish to have\ + \ occur.

" + 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.

If the target prepares spells, it must choose one of its prepared\ + \ 3rd-level spells, which is immediately lost. If the target has no 3rdlevel spells\ + \ prepared, it loses a 2nd-level spell it has prepared. This progresses down to\ + \ a 1st-level spell if the target has no 2nd-level spells prepared, and this spell\ + \ has no effect if the target also has no 1st-level spells prepared. If the spell\ + \ is on your spell list, you can cast this lost spell (using your caster level) on your next turn.

If the target is a spontaneous spellcaster,\ + \ it loses one of its available 3rd-level spell slots. If the target has no available\ + \ 3rdlevel spell slots, it must lose a 2nd-level spell slot (progressing as above).\ + \ Randomly select one of the target\u2019s spells known of that spell level; if\ + \ that spell is on your spell list, you can cast it (using your caster level) on your next turn.

You must provide any focus or material\ + \ components to\ + \ cast the stolen spell.

If the target has more than one spellcasting class,\ + \ choose one at random to be affected. This spell has no effect on spell-like abilities.

Any\ + \ spell or spell slot lost because of this spell is treated as if the caster had\ + \ failed a concentration\ + \ check while trying to cast\u2014the spell or spell slot is wasted and has no\ + \ effect, but it is recovered normally the next time the character prepares spells\ + \ or regains spell slots.

" + 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.

For the spell\u2019s duration, a\ + \ character wielding the transmuted weapon is also considered to be wielding the\ + \ rod or staff as well. If the rod or staff can be used to make attacks, you can\ + \ attack normally with the weapon or use the weapon as if it were the merged rod\ + \ or staff. If the effect created by the rod or staff requires an attack roll to successfully strike a foe, you can 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 rod or staff\u2014doing so does not allow you\ + \ to add the weapon\u2019s damage to the attack, but instead allows you to use\ + \ your skill with the weapon to boost your chance of hitting with the rod or staff\u2019\ + s attack, spell, or effect.

At the end of the spell\u2019s duration, the\ + \ merged rod or staff is ejected from the weapon. If you have a free hand, you\ + \ can catch the rod or staff as a free action; otherwise, it drops to the ground.

If the merged weapon\ + \ is broken or destroyed during the duration of this spell, the merged rod or\ + \ staff is similarly broken or destroyed.

" + 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).

If a creature possessing another creature\u2019\ + s body (via either magic jar or a similar effect) enters a sphere of warding, that creature\ + \ is immediately ejected from its host body, the host\u2019s spirit returns to\ + \ its body if it\u2019s able, and the possession effect immediately ends. When\ + \ ejected, the body enters the sphere, while the possessing creature takes the\ + \ appropriate amount of force damage (no save) and is shunted to the exterior\ + \ of the sphere.

" + 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.

In areas\ + \ of bare earth, roots and rootlets act in the same way. Typically, spike growth\ + \ can be cast in any outdoor setting except open water, ice, heavy snow, sandy\ + \ desert, or bare stone. Any creature moving on foot into or through the spell\u2019\ + s area takes 1d4 points of piercing damage for each 5 feet of movement through\ + \ the spiked area.

Any creature that takes damage from this spell must also\ + \ succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed\ + \ by half. This speed penalty lasts for 24 hours or until the injured creature\ + \ receives a cure spell (which also restores lost hit points). Another\ + \ character can remove the penalty by taking 10 minutes to dress the injuries\ + \ and succeeding on a Heal\ + \ check against the spell\u2019s save DC.

Note:\ + \ Magic traps are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level,\ + \ or DC 28 for spike growth (or DC 27 for spike growth cast by a\ + \ ranger). Spike growth can\u2019t be disabled with the Disable Device skill.

" + 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.

Spike stones\ + \ impede progress through an area and deal damage. Any creature moving on foot\ + \ into or through the spell\u2019s area moves at half speed. In addition, each\ + \ creature moving through the area takes 1d8 points of piercing damage for each\ + \ 5 feet of movement through the spiked area.

Any creature that takes damage\ + \ from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes\ + \ the creature\u2019s speed to be reduced to half normal for 24 hours or until\ + \ the injured creature receives a cure spell (which also restores lost\ + \ hit points). Another character can remove the penalty by taking 10 minutes to\ + \ dress the injuries and succeeding on a Heal check against the spell\u2019s save DC.

" + 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.

At 5th level, the spikes gain a +1 enhancement bonus on attack and damage rolls; this bonus increases to +2\ + \ at 10th level. At 15th level, the spikes also gain the anarchic\ + \ weapon quality.

" + 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.

The destination\ + \ must be a square in the spell\u2019s range that\u2019s within 10 feet of a point\ + \ directly above you. The destination must be within your line of sight or familiar\ + \ to you. 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\u2019\ + t exceed your maximum load.

If you arrive in a place that is already occupied\ + \ by a solid body, you are teleported to a random open space on a suitable surface\ + \ within the range and other limitations of the spell.

If no such space\ + \ is available, the spell simply fails. This spell does not function on a plane\ + \ lacking gravity. On a plane with subjective directional gravity, you can use\ + \ this spell to teleport in any direction.

" + 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).

Additionally, at any time during\ + \ the spell\u2019s duration, you can deliver a single message to any of the creatures\ + \ that participated in the spell. This message is delivered telepathically regardless\ + \ of range and can be up to 25 words in length. Delivering a message in this way\ + \ severs your connection with that character, and you can no longer learn information\ + \ about that creature through this spell, but doing so does not impact the remaining\ + \ duration you have linked to other creatures or objects.

\n\n\"\"\n
" + 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.

\n\n\n \"\" \n\n
\n

Section 15: Copyright Notice\ + \ \n

\n
\n

Pathfinder Player Companion: Advanced Class Origins \xA9\ + \ 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Tom Phillips, Stephen Radney-MacFarland,\ + \ and Owen K.C. Stephens.

\n
\n\n
\n\n
" + 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\u2019\ + t apply to the chosen weapon (such as vicious on a ranged weapon), the weapon\ + \ doesn\u2019t gain that benefit.

\n

Anger:\ + \ The weapon also gains the vicious special ability.

\n

Dedication:\ + \ The weapon also gains the returning special ability.

\n

Despair: The weapon also gains\ + \ the cruel special ability.

\n

Fear: The weapon also gains the menacing special ability.

\n

Hatred: The weapon also gains the\ + \ cunning special ability.

\n

Jealousy: The weapon also gains the\ + \ mimetic special ability.

\n
\n

Remorse:\ + \ The weapon also gains the heartseeker special ability. Source\ + \ PPC:OO

\n\ +

Zeal: The weapon also gains the keen special ability.

\n

If you are a spiritualist and the type of emotional energy you choose matches the emotional\ + \ focus of your phantom, the weapon grants its wielder a +2 bonus on skill checks\ + \ with both skills you gain Skill Focus in from your phantom\u2019s emotional focus.

" + 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.

The spiritual\ + \ ally occupies its space, though you and your allies can move through it,\ + \ since it is your ally. The spiritual ally carries a single weapon, one\ + \ favored by your deity (as for spiritual weapon), which has the same threat range and critical\ + \ modifiers as a real weapon of its form. Each round on your turn, starting with\ + \ the turn that you cast this spell, your spiritual ally can make an attack\ + \ against a foe within its reach that you designate. The spiritual ally\ + \ threatens adjacent squares and can flank and make attacks of opportunity as\ + \ if it were a normal creature. The spiritual ally uses your base attack bonus\ + \ (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally\ + \ hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster\ + \ levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it\ + \ bypasses DR and can affect incorporeal creatures.

Each round after the first,\ + \ you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet\ + \ (perfect maneuverability). Being a construct of force, the spiritual ally\ + \ cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally\u2018s AC against\ + \ touch attacks is 10.

If an attacked creature has spell resistance, you\ + \ make a caster level\ + \ check (1d20 + caster\ + \ level) against that spell resistance the first time the spiritual ally\ + \ strikes it. If the ally is successfully resisted, the spell is dispelled. If\ + \ not, the weapon has its normal full effect on that creature for the duration\ + \ of the spell.

" + 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.

Each round after the first as a swift action, you can order the spiritual squire to move. It has a\ + \ speed of 30 feet. Being a construct of force, the spiritual squire cannot\ + \ be harmed by any physical attacks, but disintegrate, dispel magic, a rod of cancellation, or a sphere of annihilation affects it. A spiritual squire\u2019s\ + \ AC against touch attacks is 10.

" + 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.

Each\ + \ round after the first, you can use a move action to redirect the weapon to a\ + \ new target. If you do not, the weapon continues to attack the previous round\u2019\ + s target. On any round that the weapon switches targets, it gets one attack. Subsequent\ + \ rounds of attacking that target allow the weapon to make multiple attacks if\ + \ your base attack bonus would allow it to. Even if the spiritual weapon\ + \ is a ranged weapon, use the spell\u2019s range, not the weapon\u2019s normal\ + \ range increment, and switching targets still is a move action.

A spiritual\ + \ weapon cannot be attacked or harmed by physical attacks, but dispel\ + \ magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon\u2018s AC against\ + \ touch attacks is 12 (10 + size bonus for Tiny object).

If an attacked\ + \ creature has Spell Resistance, you make a caster level check (1d20 + caster\ + \ level) against that Spell Resistance the first time the spiritual weapon\ + \ strikes it. If the weapon is successfully resisted, the spell is dispelled.\ + \ If not, the weapon has its normal full effect on that creature for the duration\ + \ of the spell.

The weapon that you get is often a force replica of your\ + \ deity\u2019s own personal weapon. A cleric without a deity gets a weapon based\ + \ on his alignment. A neutral cleric without a deity can create a spiritual\ + \ weapon of any alignment, provided he is acting at least generally in accord\ + \ with that alignment at the time. The weapons associated with each alignment\ + \ are as follows:

    \n
  • chaos (battleaxe)
  • \n
  • evil (light flail)
  • \n\ +
  • good (warhammer)
  • \n
  • law (longsword)
  • \n
" + 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.

You can have only + one spite spell in effect at a time; if you cast this spell a second time, + the previous spell effect ends.

+ 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\u2019\ + s 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.

The\ + \ caster is immune to this poison effect, as are all creatures of the plant type.

" + 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\u2019s 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\u2019\ + s space are suppressed, shedding no light as long as they remain within this spell\u2019\ + s affected area and reverting the area normally affected by those light sources\ + \ to their unmodified illumination levels.

The effects of spotlight are\ + \ centered on the target and move as the target does. As a result, the target\ + \ takes a \u201320 penalty on all Stealth checks for the spell\u2019s duration and cannot benefit from concealment\ + \ normally provided by darkness, as though illuminated with faerie fire.

If\ + \ the target succeeds at its Reflex save, the spotlight is created in the target\u2019s square but does\ + \ not move with the target, and it hinders the Stealth checks only of creatures within that square.

" + 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.

The\ + \ target receives a +2 circumstance bonus on saving throws against the advancement of its corruption,\ + \ as described in the catalyst section of each corruption. Multiple applications\ + \ of this spell do not stack, nor does the bonus stack with morale, profane,\ + \ or sacred bonuses on saving throws against the advancement of the target\u2019\ + s corruption.

The material components for this spell vary with the type of corruption. For example,\ + \ garlic is used for a vampirism corruption, a sprig of wolfsbane is used for a lycanthropy corruption, and so on. The GM can determine\ + \ appropriate material components, but the components should cost at least 25 gp.

" + 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.

If,\ + \ during the duration, the target moves out of range or line of effect to you,\ + \ the spell immediately ends. This spell has no effect on creatures that do not\ + \ need to breathe air.

" + 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 \u201C\ + down\u201D trick or any effect that suspends or dispels emotion or rage\ + \ effects.

This spell has no effect on constructs, undead, or creatures with the unnatural aura ability or effects that repel animals.

" + 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.

Stinking\ + \ cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms\ + \ in 10 minutes.

By the way\u2026

The effects created by this spell\ + \ do not move with a vehicle.

" + 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.

The spell also builds a wall of searing\ + \ heat between your armor and your flesh. Anyone striking you with a natural weapon\ + \ or unarmed strike takes 1 point of fire damage. A creature that grapples you\ + \ or is grappled by you takes 1 point of fire damage each round the grapple persists. If you have the fire subtype, these damage values increase\ + \ to 1d6 points of fire damage each. Removing your armor causes this wall of heat\ + \ to dissipate and ends these effects.

\n \n\"\"\n
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" + 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.

To release an image, you touch a gem holding + stolen light as a standard + action and speak a command word chosen at the time of casting. For 1 minute + per caster level, + the image stored within the gem becomes visible. Details can be made out as clearly + as they could be perceived at the time of casting. Darkvision + is of no use for making out details in a stolen image, though low-light + vision or other exceptional visual talents may reveal information the caster + did not see. Light sources brighter than bright light are reduced to bright light + in the stolen image. Once the image has been released, it cannot again be recovered + from the gem.

Stolen light can be made permanent with the permanency + spell by a caster of 10th level for a cost of 5,000 gp. This leaves the gem capable + of projecting the image indefinitely, activated and deactivated by its command + word, until it is destroyed 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.

For the remaining duration of the spell, + this debris covers the ground, making the entire area difficult terrain. At the + end of the duration, the rocks disappear, leaving no aftereffects (other than + the damage dealt).

+ 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.

At caster + level 5th, the discuses count as magic and silver. At caster + level 10th, they also count as cold + iron. At caster + level 15th, they also count as adamantine.

+ 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.

Stone + to flesh immediately dispels stone fist. Should you be the target of + transmute + rock to mud, this spell immediately ends and you take 4d6 points of damage.

+ 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\u2019s 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.

You cannot use this spell if you are not adjacent to a large\ + \ area of earth or stone such as the ground or a wall.

At 4th level, a\ + \ qinggong monk may select this spell as a ki power costing 1 ki\ + \ point to activate.

" + 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\u2019\ + s 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.

The subject can hurl rocks up to two categories\ + \ smaller than its own size. The range increment for this attack is 20 feet, and\ + \ rocks can be hurled a maximum of 5 range increments. Damage is based on the\ + \ size of the subject\u20141d8 points of damage for a Large creature, 1d6 for\ + \ a Medium creature, or 1d4 for a Small creature\u2014plus 1-1/2 times the thrower\u2019\ + s Strength bonus.

For every size category smaller than Large the subject\ + \ is, it receives a cumulative \u20135 penalty on Reflex saves to catch rocks (or similar projectiles) thrown at it.

" + 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.

This spell\ + \ allows the storm\u2019s power to fill you, granting you knowledge and images\ + \ of what else lies within its reach. As long as you remain within the storm,\ + \ you can concentrate on it for 1 minute to determine whether or not other living\ + \ creatures with an Intelligence score of 3 or higher are caught in the storm within 400 feet\ + \ of you. Due to the nature of the spell, you do not need to attempt concentration checks against\ + \ violent wind or storms when casting the spell, but other elements that might\ + \ disrupt spellcasting require checks as normal. While the spell is in effect,\ + \ you no longer need to attempt concentration checks as a result of wind or storms for spells you cast or\ + \ concentrate on.

Once you\u2019ve sensed creatures with this spell by concentrating\ + \ for 1 minute, you can continue concentrating to learn more. After you concentrate\ + \ for 1 additional round, the spell reveals to you via winds and rain the presence\ + \ of any Small or larger living creature with an Intelligence of 3 or higher within 400 feet of you. After 2 consecutive rounds\ + \ of concentration,\ + \ you learn the approximate distance to the detected life forms from your current\ + \ location. After 3 rounds of concentration, the rain and winds allow you to determine the approximate\ + \ direction of each life form. Once you\u2019ve concentrated in this way for 3\ + \ rounds, you gain a bonus equal to half your caster level on your next initiative check during the spell\u2019s duration.

" + 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.

You must either have line of sight to your\ + \ destination or you must specify a direction and distance within range. Creatures\ + \ and objects in the path of your passage take 1d8 points of electricity damage\ + \ per 2 caster levels (maximum 5d8). A successful Reflex save halves the damage.

If your path intersects with a solid\ + \ object, you damage the barrier accordingly. If the damage is enough to break\ + \ through the barrier, you continue beyond the barrier as long as the spell\u2019\ + s range permits; otherwise, your movement stops in the square adjacent to the\ + \ barrier and the effect ends.

" + 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.

\n

2nd Round: Acid rains\ + \ down in the area, dealing 1d6 points of acid damage (no save).

\n

3rd\ + \ Round: You call six bolts of lightning down from the cloud. You decide where\ + \ the bolts strike. No two bolts may be directed at the same target. Each bolt\ + \ deals 10d6 points of electricity damage. A creature struck can attempt a Reflex\ + \ save for half damage.

\n

4th Round: Hailstones rain down in the\ + \ area, dealing 5d6 points of bludgeoning damage (no save).

\n

5th through\ + \ 10th Rounds: Violent rain and wind gusts reduce visibility. The rain 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). Speed is reduced by three-quarters.

\n

Ranged attacks\ + \ within the area of the storm are impossible. Spells cast within the area are\ + \ disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance\u2018\ + s save DC + the level of the spell the caster is trying to cast.

By the\ + \ way\u2026

The effects created by this spell do not move with a ship and\ + \ this spell does not start a fire on a ship.

" + 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\u2019t 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).

Once it has been restrained for 1 round, the target\ + \ can attempt an additional saving throw against a magical effect that makes it\ + \ confused,\ + \ a curse, a fear effect, or a madness. The caster chooses which effect the target gets\ + \ an extra save against. This extra save applies to only effects with durations\ + \ of 10 minutes per level or less, and it doesn\u2019t apply to instantaneous\ + \ effects. This extra save occurs only once per casting of straitjacket.

A\ + \ creature can attempt to escape the straitjacket with a combat maneuver check or Escape Artist check, with a DC equal to 10 + your caster level + your Intelligence, Wisdom, or Charisma modifier, whichever is highest.

" + 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.

Once + you choose a target, your hair continues to attack that target independently of + your own actions. You may designate a new target as a move + action, which causes your hair to release its current target (if any) and + attack the new target that round. Your hair cannot be targeted as a separate creature, + but it can be dispelled.

+ 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.

\n\n\n\ + \n\n\n\nDim.\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n1d3\n\n\n\n\n\n\n\n\n\n\n\n1d3\n\n\n\n\n\n\n\n\n\n\n\n1d3\n\n\n\n\n\n\n\n\n\n\n\n1d3\n\n\n\n\n\n\n
Natural Attack \n Base Damage by Size*
FineTinySmallMediumLargeHugeGarg.Col.
Bite11d21d31d41d61d82d62d84d6
Claw\u201311d21d31d41d61d82d62d8
Gore11d21d31d41d61d82d62d84d6
Hoof, tentacle, wing\u2013\ + 11d21d31d41d61d82d62d8
Pincers, tail slap11d21d31d41d61d82d62d84d6
Slam\u201311d21d41d61d82d62d8
Sting\u201311d21d41d61d82d62d8
Talons\u201311d21d41d61d82d62d8
Other\u201311d21d41d61d82d62d8
" + 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.

With + a flourish, you immediately end your bardic performance, assaulting the senses + of the targets with your finale. Each target is stunned + for 1 round. On a successful Saving Throw, a target is staggered + for 1 round.

+ 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).

Each building you create has shuttered arrow\ + \ slits on its walls and in the floor, granting those within the structure improved\ + \ cover\ + \ against attacks from outside while the arrow slits are open and total cover when they\ + \ are closed. Each cube within the fort is equivalent to a secure shelter,\ + \ other than the size and its wooded construction material (hardness 5). When you cast sturdy tree fort, you can designate a number of\ + \ creatures equal to your caster level. Designated creatures gain a +10 bonus on Climb checks and are not denied their Dexterity bonuses while climbing on the fort\u2019s structure, as they find\ + \ handholds and stable footholds easily on the tree and its buildings.

You\ + \ cannot cast this spell in an area of worked stone, though you can cast it in\ + \ natural surroundings that would not normally support the growth of a large tree,\ + \ such as a cavern, desert, or glacier. If you cast this spell in a forest, jungle,\ + \ or similar heavily treed terrain, the fort is camouflaged as long as its doors\ + \ and windows remain closed (or even if they are open, as long as those within\ + \ remain quiet and take no violent actions), requiring a successful DC 25 Perception check or Survival check to notice its presence.

" + 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.

For\ + \ you, the target becomes transparent and does not create sound or smell. Until\ + \ the spell ends, you can move through the target unimpeded and the target can\ + \ move through you. The target\u2019s nonmagical attacks cannot harm you, and\ + \ the target\u2019s magical attacks deal half damage to you. The target\u2019\ + s non-damaging magical abilities have a 50% chance not to affect you, and you\ + \ are immune to all its sonic, language-dependent, and scent-based attacks. However, your attacks deal no damage to the target,\ + \ and your magical abilities do not affect the target at all. You or the target\ + \ can affect each other normally through intermediaries. For instance, while the\ + \ target would be immune to the direct effects of your earthquake spell,\ + \ if the spell caused a room\u2019s ceiling to collapse, the target would not\ + \ be immune to the effects of the collapse.

\n \n
\"\"" + 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.

Despite the magical propulsion,\ + \ the ship still requires its crew to perform its normal functions.

The\ + \ spell protects the ship and all aboard from the dangers of drowning and pressure,\ + \ but not from damage from outside obstacles or creatures. The bubble cannot be\ + \ used offensively and prevents an affected ship from rising into a space that\ + \ won\u2019t accommodate it (like a sea cave too small to contain it or under\ + \ another vessel). Creatures can enter or leave the bubble at will, but those\ + \ outside the sphere cannot be forced inside against their will, the sphere proving\ + \ substantial enough that such creatures may choose whether to enter or to slip\ + \ away along its sides. At the end of the spell\u2019s duration the bubble pops,\ + \ causing a ship still underwater at that time to gain the sinking condition.\ + \ This spell has no effect if cast upon a ship in water that cannot cover the\ + \ vessel entirely.

Although largely beneficial, this spell can be cast on\ + \ a ship whose pilot does not want to submerge her vessel. The ship itself uses\ + \ its Will\ + \ saving throw to resist this effect.

" + 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.

The target can attempt to resist this spell\u2019s\ + \ effects with a Fortitude save-if he succeeds, he is merely staggered for 1 round as he gasps for breath. If the target fails, he immediately\ + \ begins to suffocate. On the target\u2019s next turn, he falls unconscious and is reduced to 0 hit points. One round later, the target drops to -1 hit points and is dying. One round after that, the target dies. Each round, the target can\ + \ delay that round\u2019s effects from occurring by making a successful Fortitude save,\ + \ but the spell continues for 3 rounds, and each time a target fails his Fortitude save,\ + \ he moves one step further along the track to suffocation. This spell only affects\ + \ living creatures that must breathe. It is impossible to defeat the effects of\ + \ this spell by simply holding one\u2019s breath-if the victim fails the initial\ + \ Saving Throw, the air in his lungs is extracted.

\n" + 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.

The suggested course of activity can continue for the entire + duration. If the suggested activity can be completed in a shorter time, the spell + ends when the subject finishes what it was asked to do. You can instead specify + conditions that will trigger a special activity during the duration. If the condition + is not met before the spell duration expires, the activity is not performed.

A + very reasonable suggestion causes the save to be made with a penalty (such + as -1 or -2).

+ 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\u2019s 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\u2014\ + the 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.

Treat + this as if you had summoned your eidolon normally, except that it only remains + with you for the duration of this spell. While summoned in this way, your eidolon + cannot touch any creature warded by protection + from evil or a similar effect and your eidolon can be sent back to its + home plane by dispel + magic.

If you cast this spell while your eidolon is already on + your plane, this spell has no effect. This spell allows you to summon your eidolon + even if it has been returned to its home plane due to damage.

+ 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.

\n" + 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.

A summoned monster cannot summon or\ + \ otherwise conjure another creature, nor can it use any teleportation or planar\ + \ travel abilities. Creatures cannot be summoned into an environment that cannot\ + \ support them. Creatures summoned using this spell cannot use spells or spell-like\ + \ abilities that duplicate spells with expensive material components (such as\ + \ wish).

When you use a summoning spell to summon a creature\ + \ with an alignment or elemental subtype, it is a spell of that type. Creatures\ + \ on Table: Summon Monster marked with an \u201C*\u201D are summoned with\ + \ the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which\ + \ template to apply to the creature. Creatures marked with an \u201C*\u201D always\ + \ have an alignment that matches yours, regardless of their usual alignment. Summoning\ + \ these creatures makes the summoning spell\u2019s type match your alignment.

The\ + \ summon monster spells have numerous entries representing creatures that are\ + \ summoned from the Outer Planes, and thus have the celestial or fiendish template\ + \ or can be summoned with the entropic or resolute template (Pathfinder RPG Bestiary\ + \ 2, pages 292 and 293, respectively).

Summon Monster II

\n

School conjuration (summoning);\ + \ Level antipaladin 2, bard 2, cleric/oracle 2, medium 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2, spiritualist\ + \ 2, witch\ + \ 2; Subdomain dark tapestry 2; Elemental School air 2, earth 2, fire 2, water 2

\n

This spell functions like summon monster I,\ + \ except that you can summon one creature from the 2nd-level\ + \ list or 1d3 creatures of the same kind from the 1st-level\ + \ list.

Summon\ + \ Monster III

\n

School conjuration (summoning); Level antipaladin 3, bard 3, cleric/oracle 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3

\n

This spell functions like summon monster I,\ + \ except that you can summon one creature from the 3rd-level\ + \ list, 1d3 creatures of the same kind from the 2nd-level\ + \ list, or 1d4+1 creatures of the same kind from the 1st-level list.

Summon\ + \ Monster IV

\n

School conjuration (summoning); Level antipaladin 4, bard 4, cleric/oracle 4, medium 3, psychic 4, sorcerer/wizard 4, spiritualist 4, summoner/unchained summoner 3, witch 4; Elemental School air 4, earth 4, fire 4, water 4

\n

This spell functions like summon monster I,\ + \ except that you can summon one creature from the 4th-level\ + \ list, 1d3 creatures of the same kind from the 3rd-level\ + \ list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster V

\n

School conjuration (summoning); Level bard 5, cleric/oracle 5, medium 4, psychic 5, sorcerer/wizard 5, spiritualist\ + \ 5, summoner/ unchained summoner 4, witch 5; Domain darkness 5; Subdomain dark tapestry 5; Elemental School air 5, earth 5, fire 5, water 5; Mystery flame 5

\n

This spell functions like summon monster I,\ + \ except that you can summon one creature from the 5th-level\ + \ list, 1d3 creatures of the same kind from the 4th-level\ + \ list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster VI

\n

School conjuration (summoning); Level bard 6, cleric/oracle 6, psychic 6, sorcerer/wizard 6, spiritualist\ + \ 6, unchained summoner 5, witch 6; Elemental School air 6, earth 6, fire 6, water 6

\n

This spell functions like summon monster I,\ + \ except that you can summon one creature from the 6th-level\ + \ list, 1d3 creatures of the same kind from the 5th-level\ + \ list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster VII

\n

School conjuration (summoning); Level cleric/oracle 7, psychic 7, sorcerer/wizard 7, summoner 5, unchained summoner 6, witch 7; Bloodline aquatic 7; Elemental School air 7, earth 7, fire 7, water 7

\n

This spell functions like summon monster I,\ + \ except that you can summon one creature from the 7th-level\ + \ list, 1d3 creatures of the same kind from the 6th-level\ + \ list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster VIII

\n

School conjuration (summoning); Level cleric/oracle 8, psychic 8, sorcerer/wizard 8, summoner 6, witch 8;\_Bloodline elemental 8; Elemental School air 8, earth 8, fire 8, water 8

\n

This spell functions like summon monster I,\ + \ except that you can summon one creature from the 8th-level\ + \ list, 1d3 creatures of the same kind from the 7th-level\ + \ list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster IX

\n

School conjuration (summoning); Level cleric/oracle 9, psychic 9, sorcerer/wizard 9, witch 9; Domain chaos 9, evil 9, good 9, law 9; Bloodline abyssal 9

\n

This spell functions like summon monster I,\ + \ except that you can summon one creature from the 9th-level\ + \ list, 1d3 creatures of the same kind from the 8th-level\ + \ list, or 1d4+1 creatures of the same kind from a lower-level list.

Alternative Summoning Options

Many adventure paths include\ + \ custom summoning options for characters who follow certain gods, or must meet\ + \ other special requirements (such as only being available to members of certain\ + \ races).

Like any other optional rules, players should always consult their\ + \ GM to see if they are approved for use. The Source column indicates which\ + \ Adventure Path or specific book included that creature as an alternative summoning\ + \ option.

Applicable Feats

There are a few feats which have special effects\ + \ on the summon monster spells.

These feats include custom summoning\ + \ lists and are fully detailed in the feats section of this site.

" + 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.

A summoned monster cannot\ + \ summon or otherwise conjure another creature, nor can it use any teleportation\ + \ or planar travel abilities. Creatures cannot be summoned into an environment\ + \ that cannot support them. Creatures summoned using this spell cannot use spells\ + \ or spell-like abilities that duplicate spells that have expensive material components\ + \ (such as wish).

The spell conjures one of the creatures from the 1st Level list\ + \ on Table: Nature\u2019s Ally. You choose which kind of creature to summon,\ + \ and you can change that choice each time you cast the spell. All the creatures\ + \ on the table are neutral unless otherwise noted.

When you use a summoning\ + \ spell to summon a creature with an alignment or elemental subtype, it is a spell\ + \ of that type. All creatures summoned with this spell without alignment subtypes\ + \ have an alignment that matches yours, regardless of their usual alignment. Summoning\ + \ these creatures makes the summoning spell\u2019s type match your alignment.

" + 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\u2019s duration ends or the spell\ + \ is dismissed, the ship instantly stops moving and then falls apart over the\ + \ course of a minute.

The largest type of ship that you can summon depends on your caster level, as indicated by the table below.

\n\n\n\n\ + \n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Caster LevelShip TypeFocus Cost
7thKeelboat300 gp
11thLongship or sailing ship1,000 gp
13thJunk1,500 gp
15thWarship2,500 gp
17thGalley3,000 gp
" + 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.

If the stampede\u2019s path would put\ + \ it in an obviously dangerous area (such as over a cliff or through a fire) or\ + \ force it to move through a solid barrier, the herd stops at the obstacle and\ + \ moves in a new randomly determined direction until it reaches another obstacle\ + \ or the spell\u2019s duration ends.

" + 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.

Characters with access to this spell can only summon creatures revered by the clan they are a part of, as noted on the\ + \ following lists. Except as noted above, this spell functions as summon nature\u2019s ally III.

\n

Moon\ + \ Clan: small air elemental, 1d3 bats, wolf, 1d3 owls.

\n

Axe Clan: 1d3 eagles, small earth elemental, small water elemental.

\n

Hawk Clan: small air elemental, 1d3+1 hawks (familiars), horse.

\n

Spire Clan: small air elemental, small earth elemental, 1d3 eagles.

\n

Sun Clan: 1d3 fire beetles, small fire elemental, horse.

\n

Skull Clan: 1d3+1 eagles (vultures), 1d3 fire beetles, 1d3 giant centipedes.

\n

Wind Clan: small air elemental, 1d3 eagles, small earth elemental.

\n
\n

Section 15: Copyright\ + \ Notice\n

\n

Pathfinder\ + \ Player Companion: Humans of Golarion. \xA9 2011, Paizo Publishing, LLC;\ + \ Authors: James Jacobs, Colin McComb, Sean K Reynolds, Amber Scott, and Larry\ + \ Wilhelm.

\n
" + 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.

Each creature + in the beam is blinded + (permanently*) and takes 4d6 points of damage. Any creatures to which sunlight + is harmful or unnatural take double damage. A successful Reflex + save negates the blindness and reduces the damage by half.

An undead creature + caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), + or half damage if a Reflex + save is successful. In addition, the beam results in the destruction of any undead + creature specifically harmed by bright light if it fails its save.

The ultraviolet + light generated by the spell deals damage to fungi, mold, oozes, and slimes just + as if they were undead creatures.

+ +

FAQ

+ +
+ +

The blindness caused by this spell does not have a duration listed, but it + has been confirmed by the publisher that it should cause permanent blindness.

+ +

[Source]

+ +
+ +
' + 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.

An undead creature + caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), + or half damage if a Reflex + save is successful. In addition, the burst results in the destruction of any undead + creature specifically harmed by bright light if it fails its save.

The ultraviolet + light generated by the spell deals damage to fungi, mold, oozes, and slimes just + as if they were undead creatures.

Sunburst dispels any darkness spells + of lower than 9th level within its area.

+ 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.

The ward on the target counts as a magical trap and can be detected and disabled as such.

" + 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\u2019s 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.

The cursed creature gains light blindness and is blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. The cursed creature is dazzled as long as it remains in areas of bright light, and it is treated\ + \ as being particularly susceptible to sunlight for the purposes of resolving\ + \ spells like searing light, sunbeam, and sunburst.

\n

Sun\u2019s Disdain,\ + \ Mass

\n

School transmutation [curse]; Level bloodrager 5, cleric 5, inquisitor 5, shaman 5, sorcerer/wizard 5, witch 5

\n

EFFECT

\n

Range long (400 ft.\ + \ + 40 ft./level)
Targets one creature/level, no two of which can\ + \ be more than 30 ft. apart
Duration permanent
Saving Throw\ + \ Will\ + \ negates; Spell Resistance yes

\n

DESCRIPTION

\n\ +

This spell functions like sun\u2019s disdain, except that it can affect\ + \ multiple creatures.

\n
\n

Section 15: Copyright\ + \ Notice \n

\n
\n

Pathfinder Roleplaying Game Adventurer\u2019s Guide \xA9 2017, Paizo\ + \ Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock,\ + \ Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and\ + \ Josh Vogt.

\n
\n
" + 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.

As you cast it, you must decide\ + \ if you want to grant a bonus to saving throws against charms and compulsions\ + \ or suppress charms and compulsions.

If you grant a bonus to saving throws,\ + \ you grant all affected creatures a +4 morale bonus on saving throws against charm and compulsion effects for 10 minutes.

If instead you suppress\ + \ charms and compulsions, the spell\u2019s duration drops to concentration, to a maximum duration of 1 round per level. As long as you\ + \ continue to concentrate, the spell suppresses all existing charm and compulsion effects affecting the targets, regardless of whether\ + \ the effect is beneficial or harmful. New charm or compulsion effects that successfully target such a protected creature are\ + \ automatically suppressed as long as you continue concentrating. If you cease\ + \ concentrating, the spell effect immediately ends, and remaining charm or compulsion effects resume for the rest of their remaining durations as normal.

" + 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.

The emanation grants a +4 circumstance bonus on all saving throws against effects generated by primal\ + \ magic outside of the spell\u2019s effect that expand into the area.

Unfortunately,\ + \ suppressed primal magic tends to build up around the emanation created by this\ + \ spell. When suppress primal magic\u2019s duration ends (or when the spell is\ + \ dispelled), a primal magic event is immediately triggered at the center of the\ + \ emanation if that point is still in an area where primal magic is active. The\ + \ CR of this event is equal to the caster level of the recently ended suppress primal magic spell. The original\ + \ caster of the suppress primal magic spell can attempt to negate this triggered\ + \ primal magic event by making a DC 20 Will save\u2014most spellcasters instead relocate to an area not affected\ + \ by primal magic if they can so that they can end the spell\u2019s effect safely.

" + 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.

When the spell is cast, a magical beacon appears + at both your departure and arrival points, suspended 3 feet in the air. These + beacons are invisible + to everyone but you and those allies touched when the spell was cast. You and + every creature originally targeted by the spell can touch + the beacon at your arrival point to teleport back to your original departure point. + Each creature that chooses to return in this manner is transported to a free space + adjacent to the beacon at your original departure point. If the area around the + departure beacon is occupied by a solid body (for instance, rubble from a cave-in), + then you and each creature traveling with you take 1d6 points of damage and are + shunted to a random open space on a solid surface within 100 feet of the beacon. + If there is no free space within 100 feet, the spell effect ends with no return + transportation.

' + 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\u2014\ + stop 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.

You store each dose of absorbed poison within\ + \ the gland, and you can end the spell to spray one dose of absorbed poison out of\ + \ your mouth as a standard action. This sprays the poison in a 15-foot cone. Each creature in the area must succeed at a Reflex\ + \ save (at swallow poison\u2019s DC) or be exposed to the sprayed poison, which\ + \ is treated as though it were a contact poison for this purpose. Everything about\ + \ the poison other than its type, including its frequency, effect, and saving\ + \ throw DC, are unaffected by this spell. Any other doses of poison you had absorbed instantly become inert when you end the spell. If\ + \ the spell\u2019s duration ends without you spraying a poison, all poisons you\ + \ had absorbed become inert.

" + 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.

If the subject is frightened, he remains in place and gains\ + \ the confused condition for the remainder of the fear effect, except he treats\ + \ all results of \u201Cattack self \u201D as \u201Cdo nothing\u201D and treats\ + \ \u201Cattack nearest creature\u201D as \u201Cact normally.\u201D If the subject\ + \ is panicked, he remains in place and gains the confused condition for the duration\ + \ of the fear effect.

" + 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.

Each\ + \ time you cast this spell you get a total allotment of levels equal to your caster level and\ + \ any swarm you choose to create costs one or more of those levels. You can \u201C\ + spend\u201D your allotment of levels to create any combination of swarms so long\ + \ as their total does not exceed your caster level.

\n\n\n\ + \n\n\ + \n\n\n\n\n\n\n\n\n\ + \n\n\n\nCrab swarm, wasp swarm\n\n\n\nCentipede swarm, leech swarm\n\n\n\n\ + \n\n\n
Number of LevelsSwarm Type(s)
2 caster levelsSpider swarm
4 caster levelsRat swarm
6 caster levels
8 caster levels
10 caster levelsArmy ant swarm

Once you create these swarms\ + \ they remain in existence until destroyed or you order them to return to your\ + \ body. When all swarms have returned to your body or are destroyed, your flesh\ + \ wraps itself back around your bones and you regain the ability to act normally.\ + \ If your bones are not where you left them you must first locate them in order\ + \ to regain access to your body. You always know if your bones are destroyed and\ + \ your consciousness remains in control of the swarms until they too are destroyed\ + \ (and your die). If you can use the swarms to get help and arrange for someone\ + \ to repair your bones (using anything that would normally restore you to life),\ + \ at which point you can return the swarms to your body.

" + 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.

Creatures caught inside\ + \ the swarm\u2019s area of effect take 2d6 points of damage. The fangs deal damage\ + \ to all creatures sharing their area when they first appear, and at the end of\ + \ their movement each round.

" + 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.

When you apply the poison, you can choose to reduce the spell\u2019s remaining duration by 2\ + \ or more additional minutes (maximum = your caster level) in order to enhance that dose of poison. For every 2 minutes of duration expended, the poison\u2019s save DC increases by 1, the number of rounds it lasts increases\ + \ by 1/2 (round down), and the number of saves required to cure it increases by\ + \ 1/4 (round down). If you have the toxic skin alternate racial trait, you can\ + \ expend one daily use as a free action to enhance this spell\u2019s poison\u2019s damage to 1d3 Strength and its starting save DC to 15.

" + 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.

The targets of this spell are immediately + clad in the armor that you choose. The subjects of the spell must be capable of + wearing the chosen armor, cannot be wearing other armor, and must be able to properly + fit into the chosen armor.

The chosen armor must be empty and cannot be + currently worn by another creature (thus you cannot move armor from one wearer + to another with this spell). Creatures armored with this spell are considered + to have donned the armor properly.

+ 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.

For example, a staff might change to resemble a snake, a shield\ + \ might change to resemble an enormous venomous beetle, or the hilt of a sword\ + \ might change to resemble a scorpion\u2019s tail.

    \n
  • If this spell\ + \ is cast on a held item, the wielder adds his Will save bonus to the saving throw. You must be able to see the item to\ + \ cast this spell on it. The item retains all its properties, but whenever a creature\ + \ picks up, attacks with, activates, or otherwise manipulates the item (with the\ + \ exception of dropping the item) after this spell is cast, it animates and bites\ + \ the creature. The attack is resolved before the action that triggered it. This\ + \ spell otherwise does not affect the creature\u2019s ability to use the item.\ + \
  • \n
  • If the item is a non-magical weapon, it has an attack bonus\ + \ equal to your caster\ + \ level plus your spellcasting ability score modifier, and its attack deals\ + \ 1d4 points of piercing damage.
  • \n
  • If the target item is a magic weapon,\ + \ it retains any magical qualities, and its enhancement bonus is still added to both the attack roll and the damage roll.
  • \n

A creature that takes damage\ + \ from the bite is affected as if by a venomous snake\u2018s poison (frequency 1/round for 6 rounds; effect 1d2\ + \ Con; cure 1 save). The poison\u2019s save DC is equal to this spell\u2019\ + s DC.

" + 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.

Until it is triggered,\ + \ the symbol of death is inactive (though visible and legible at a distance\ + \ of 60 feet). To be effective, a symbol of death must always be placed\ + \ in plain sight and in a prominent location. Covering or hiding the rune renders\ + \ the symbol of death ineffective, unless a creature removes the covering,\ + \ in which case the symbol of death works normally.

As a default,\ + \ a symbol of death is triggered whenever a creature does one or more of\ + \ the following, as you select: looks at the rune; reads the rune; touches the\ + \ rune; passes over the rune; or passes through a portal bearing the rune. Regardless\ + \ of the trigger method or methods chosen, a creature more than 60 feet from a\ + \ symbol of death can\u2019t trigger it (even if it meets one or more of the triggering\ + \ conditions, such as reading the rune). Once the spell is cast, a symbol of\ + \ death\u2019s triggering conditions cannot be changed.

In this case,\ + \ \u201Creading\u201D the rune means any attempt to study it, identify it, or\ + \ fathom its meaning. Throwing a cover over a symbol of death to render\ + \ it inoperative triggers it if the symbol reacts to touch. You can\u2019t use\ + \ a symbol of death offensively; for instance, a touch-triggered symbol\ + \ of death remains untriggered if an item bearing the symbol of death is\ + \ used to touch a creature. Likewise, a symbol of death cannot be placed\ + \ on a weapon and set to activate when the weapon strikes a foe.

You can\ + \ also set special triggering limitations of your own. These can be as simple\ + \ or elaborate as you desire. Special conditions for triggering a symbol of\ + \ death can be based on a creature\u2019s name, identity, or alignment, but\ + \ otherwise must be based on observable actions or qualities. Intangibles such\ + \ as level, class, HD, and hit points don\u2019t qualify.

When scribing\ + \ a symbol of death, you can specify a password or phrase that prevents\ + \ a creature using it from triggering the symbol\u2019s effect. Anyone using the\ + \ password remains immune to that particular rune\u2019s effects so long as the\ + \ creature remains within 60 feet of the rune. If the creature leaves the radius\ + \ and returns later, it must use the password again.

You also can attune\ + \ any number of creatures to the symbol of death, but doing this can extend\ + \ the casting time. Attuning one or two creatures takes negligible time, and attuning\ + \ a small group (as many as 10 creatures) extends the casting time to 1 hour.\ + \ Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger\ + \ groups takes an additional 24 hours per 25 creatures. Any creature attuned to\ + \ a symbol of death cannot trigger it and is immune to its effects, even\ + \ if within its radius when it is triggered. You are automatically considered\ + \ attuned to your own symbols of death, and thus always ignore the effects\ + \ and cannot inadvertently trigger them.

Read magic allows you to identify\ + \ a symbol with a Spellcraft\ + \ check (DC 10 + the symbol\u2019s spell level). Of course, if the symbol is set\ + \ to be triggered by reading it, this will trigger the symbol.

A symbol\ + \ of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the\ + \ surface where a symbol of death is inscribed destroys the symbol but\ + \ also triggers it.

" + 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.

All\ + \ fascinated creatures move toward the symbol of distraction, trying to remain\ + \ within the symbol\u2019s area of effect. If the symbol leads affected creatures\ + \ into a dangerous area, each fascinated creature can attempt an additional Will saving throw, with success indicating it is no longer fascinated. If a creature\u2019s view of the symbol is completely blocked,\ + \ it is immediately freed of the symbol\u2019s effect.

" + 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.

While a DC 15 Heal + check or magical healing + can end the bleed + damage as normal, the bleed + damage and sickened + condition begin again each round so long as the creature begins its turn still + within 60 feet of the symbol, including if the creature leaves the area and returns. + Creatures that succeed at their saving throw suffer no ill effects from the symbol, + even if they leave its area and return.

Unlike symbol + of death, symbol of exsanguination has no hit point limit on the creatures + it can affect. Once triggered, a symbol of exsanguination remains active + for 10 minutes per caster + level.

Magic traps such as symbol of exsanguination are hard + to detect and disable.

While any character can use Perception + to find a symbol, only a character who has the trapfinding + class feature can use Disable + Device to disarm + it.

The DC in each case is equal to 25 + spell level, or 28 (27 for a bloodrager) + for symbol of exsanguination.

+ 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.

Symbol of healing can be made permanent with a permanency + spell by a caster of 10th level or higher for the cost of 10,000 gp.

+ 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).

Unlike symbol + of death, symbol of insanity has no hit point limit; once triggered, a + symbol of insanity simply remains active for 10 minutes per caster level.

+ 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.

Unlike symbol + of death, symbol of laughter has no hit point limit; once it is triggered, + a symbol of laughter remains active for 1 minute per caster + level.

Symbol of laughter can be made permanent with a permanency + spell by a caster of 10th level or higher at a cost of 5,000 gp.

+ 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.

Symbol of mirroring can be made permanent with\ + \ a permanency spell by a caster of 10th level or higher for the cost of 5,000\ + \ gp.

" + 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.

Unlike symbol + of death, symbol of pain has no hit point limit; once triggered, + a symbol of pain simply 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: 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.

Unlike symbol of death, + symbol of persuasion has no hit point limit; once triggered, a symbol + of persuasion simply remains active for 10 minutes 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.

Symbol of revelation can be made permanent with a permanency + spell by a caster of 12th level or higher for the cost of 10,000 gp.

+ 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.

Unlike symbol + of death, a symbol of scrying is not considered a magical trap. + Symbol of scrying can be made permanent with a permanency + spell by a caster of 13th level or higher for the cost of 10,000 gp.

+ 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.

When\ + \ scribing a symbol of sealing, you can specify a password or phrase that\ + \ allows a creature speaking it to bypass the seal and pass through the opening.\ + \ You can also attune any number of creatures to the symbol of sealing,\ + \ but doing this extends the casting time as described under symbol of death (Core Rulebook 355). However, the force wall created by the\ + \ symbol blocks attacks and line of effect even for creatures that know the password\ + \ or are attuned\u2014the password only prevents them from triggering the symbol,\ + \ not from ignoring its effects if triggered.

A disintegrate spell\ + \ or similar effect can destroy the wall of force created by the symbol if the caster makes a caster level check against a DC of 11 + your caster level. A knock spell has no effect on a symbol of sealing or its force wall.\ + \ A symbol of sealing cannot be dispelled, but mage\u2019\ + s disjunction automatically destroys it.

" + 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.

Unlike symbol + of death, symbol of sleep has no hit point limit; once triggered, + a symbol of sleep simply 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: 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.

Symbol of slowing can be made permanent with a permanency + spell by a caster of 11th level or higher for the cost of 10,000 gp.

+ 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.

Symbol of strife can be made permanent with a\ + \ permanency spell by a caster of 18th level or higher for the cost of 25,000\ + \ gp.

" + 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.

Symbol of striking can be\ + \ made permanent with a permanency spell by a caster of 13th level or higher for\ + \ the cost of 10,000 gp.

" + 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.

Symbol of vulnerability can be made permanent with a\ + \ permanency spell by a caster of 18h level or higher for the cost of 25,000\ + \ gp.

" + 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.

Unlike + symbol + of death, symbol of weakness has no hit point limit; once triggered, + a symbol of weakness simply remains active for 10 minutes per caster level. + A creature can only be affected by this symbol once.

+ 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.

Sympathetic + vibration cannot affect creatures (including constructs). + Since a structure is an unattended object, it gets no saving throw to resist the + effect.

+ 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.

Creatures of the specified kind or alignment + feel elated and pleased to be in the area or desire to touch or possess the object. + The compulsion to stay in the area or touch the object is overpowering. If the + save is successful, the creature is released from the enchantment, but a subsequent + save must be made 1d6 x 10 minutes later. If this save fails, the affected creature + attempts to return to the area or object.

Sympathy counters and dispels + antipathy.

+ 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\u2019\ + s 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\u2019t 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.

The target\u2019s mind is too scrambled to take full-round\ + \ actions or longer actions, as the target\u2019s attention inevitably wanders\ + \ before the action completes. Whenever the target attempts to take a move action\ + \ or a standard action, roll on the following table instead. If the result on the\ + \ table is an action that the target cannot take, the target takes no action instead.

\n\n\nd%\n\ + Action\n\n\n\n\n1\u201320\nMove action (must use move action to move)\n\n\n21\u201340\n\ + Other move action (perform a move action other than moving)\n\n\n41\u2013\ + 60\nAttack action (spend a standard action on the attack action, attacking once with a weapon)\n\ + \n\n61\u201380\nOther standard\ + \ action (perform a standard action that isn\u2019t the attack action)\n\n\n81\u2013100\nDesired action (perform\ + \ whatever standard or move action the creature desires to perform)\n\n\n" + 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.

In\ + \ addition, the affected creature is considered distracted for the purpose of\ + \ attempting Perception\ + \ checks. Effects that negate or reduce concealment do not affect the miss chance from synesthesia.

\n" + 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.

When you cast this spell, choose a combat feat. You must meet all prerequisites for this feat, treating your\ + \ magus level\ + \ as your base attack bonus for this purpose. For the duration of this spell, you are\ + \ treated as if you had the chosen feat. Once you cast this spell, you cannot\ + \ change the chosen feat (or any decisions related to that feat) for additional\ + \ castings of this spell on the same day.

A creature can benefit from only\ + \ one tactical adaptation spell at a time.

" + 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\u2019\ + s 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.

If you have a tail sweep attack,\ + \ this spell increases its radius by 10 feet.

If used as part of a full-attack\ + \ action, the tail slam 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 uttering a bestial roar as a swift action. When you do, you can attempt an Intimidate check to demoralize all foes within a 30-foot radius that can\ + \ hear the roar.

Clerics, inquisitors, oracles, and warpriests who worship dragon deities add tail strike to their class spell lists as a 4th-level\ + \ spell.

" + 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\u2019t 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\u2019s school must match\ + \ that of the implement, and the spell must be one that affects only your person.

Casting\ + \ talismanic implement reduces the selected implement\u2019s mental focus\ + \ by 2, including for the purposes of determining the effects of resonant powers.\ + \ When you refresh your mental focus, talismanic implement ends automatically,\ + \ even if the duration hasn\u2019t elapsed. Unlike contingency, you\ + \ may have multiple talismanic implements simultaneously, though a single\ + \ implement can hold only one talismanic implement spell, and if you have\ + \ any talismanic implements, you can\u2019t have any other kind of contingency\ + \ in effect.

" + 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.

A creature that escapes the tar still\ + \ takes fire damage from the tar until the spell ends or that creature spends\ + \ a full-round action removing the tar. A creature with tar on it takes a \u2013\ + 4 penalty on Acrobatics\ + \ and Fly checks made to fly\ + \ with wings or similar appendages.

" + 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 \u201C\ + bomb 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 bombs, they can only hit a direct target; they\ + \ do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.

" + 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\u2014if no one drinks the potion within 1 minute of the spell being cast, the potion bubbles away into vapor\ + \ and is destroyed.

When a potion under the effects of tattoo potion is imbibed, the effects\ + \ of the potion do not occur. Instead, the potion transforms into a spell tattoo on the drinker\u2019s chest tattoo slot\u2014if the drinker\ + \ already has a magic tattoo in this location, the tattoo potion is wasted.\ + \ Once the potion transforms into a tattoo spell, it remains in place permanently\ + \ until it is used as a spell tattoo.

" + 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\u2014into mead or wine of average quality. This spell does not prevent subsequent natural decay or spoilage.

Unholy water and similar liquids of significance are spoiled by tears to\ + \ wine, but the spell has no effect on creatures of any type or on magic potions.

Creatures\ + \ that drink the mead or wine created by this spell become sharp-witted and clear-minded, gaining\ + \ a +2 enhancement bonus on all Intelligence\u2013 and Wisdom-based skill checks. This increases to a +5 bonus at caster level 9th, and to +10 (the maximum) at caster level 15th.

" + 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.

For every\ + \ 2 caster levels above 13th, you may glean an additional fact from the list presented\ + \ in commune with nature.

Communities, dungeons, and signs of civilization\ + \ (such as roads, farms or other constructions and settlements) exist as dark\ + \ and unknowable blots in your perception of the spell\u2019s area; you\u2019\ + re aware of their location and existence, but can\u2019t discern any information\ + \ regarding them.

" + 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.

Sustained\ + \ Force: A sustained force moves an object weighing no more than 25 pounds\ + \ per caster level\ + \ (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate\ + \ the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level,\ + \ but it ends if you cease concentration. The weight can be moved vertically,\ + \ horizontally, or in both directions. An object cannot be moved beyond your range.\ + \ The spell ends if the object is forced beyond the range. If you cease concentration\ + \ for any reason, the object falls or stops.

An object can be telekinetically\ + \ manipulated as if with one hand. For example, a lever or rope can be pulled,\ + \ a key can be turned, an object rotated, and so on, if the force required is\ + \ within the weight limitation. You might even be able to untie simple knots,\ + \ though delicate activities such as these require DC 15 Intelligence checks.

Combat Maneuver: Alternatively, once per\ + \ round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don\u2019t provoke\ + \ attacks of opportunity, you use your caster level in place of your Combat\ + \ Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell\ + \ resistance applies normally. This version of the spell can last 1 round per\ + \ caster level, but it ends if you cease concentration.

Violent Thrust:\ + \ Alternatively, the spell energy can be spent in a single round. You can hurl\ + \ one object or creature per caster level (maximum 15) that are within range and\ + \ all within 10 feet of each other toward any target within 10 feet per level\ + \ of all the objects. You can hurl up to a total weight of 25 pounds per caster\ + \ level (maximum 375 pounds at 15th level).

You must succeed on attack rolls\ + \ (one per creature or object thrown) to hit the target with the items, using\ + \ your base attack bonus + your Intelligence modifier (if a wizard) or Charisma\ + \ modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their\ + \ size when used in this manner). Other objects cause damage ranging from 1 point\ + \ per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds\ + \ (for hard, dense objects). Objects and creatures that miss their target land\ + \ in a square adjacent to the target.

Creatures who fall within the weight\ + \ capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions\ + \ are targeted by the spell.

If a telekinesed creature is hurled against\ + \ a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

" + 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\u2019\ + t 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.

You\ + \ can move the sphere, along with the objects and creatures it contains that weigh\ + \ a total of 5,000 pounds or less, by concentrating on the sphere. You can begin\ + \ moving a sphere in the round after casting the spell. If you concentrate on\ + \ doing so (a standard action), you can move the sphere as much as 30 feet in\ + \ a round. If you cease concentrating, the sphere does not move in that round\ + \ (if on a level surface) or descends at its falling rate (if aloft) until it\ + \ reaches a level surface. You can resume concentrating on your next turn or any\ + \ later turn during the spell\u2019s duration.

The sphere falls at a rate\ + \ of only 60 feet per round, which is not fast enough to cause damage to the contents\ + \ of the sphere.

You can move the sphere telekinetically even if you are\ + \ in it.

" + 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.

The telekinetic storm damages objects in the\ + \ area. If the damage caused to an interposing barrier shatters or breaks through\ + \ it, the telekinetic storm continues beyond the barrier if the spell\u2019s area\ + \ permits; otherwise, it stops at the barrier just as any other spell effect does.

You\ + \ can designate any number of creatures to be immune to the spell\u2019s effect,\ + \ though you must be capable of targeting those creatures.

" + 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">
The touched creature\u2019s limbs are charged with telekinetic\ + \ force.

For the duration of the spell, the target\u2019s unarmed attacks\ + \ or natural weapons deal an additional 1d4 points of force damage on each successful\ + \ unarmed melee attack.

" + 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\u2019s 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.

When you launch ammunition with this spell, you don\u2019\ + t take a penalty on your attack rolls for lacking proficiency with the ammunition\u2019s weapon; you\ + \ do, however, take the usual \u20134 penalty for throwing an improvised weapon\ + \ if you launch an item not intended to be used as a weapon. The attack roll uses your caster level in place of your base attack bonus and your Intelligence or Charisma modifier (whichever is higher) in place of your Dexterity modifier. Range increment and proficiency penalties apply as normal.\ + \ The attack has an effective Strength bonus, if applicable, equal to the higher of your Intelligence and Charisma modifiers. The spell is discharged when all touched items have been\ + \ launched.

" + 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\u2019s\ + \ 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).

If desired, you may leave yourself out of the telepathic bond + forged. This decision must be made at the time of casting.

Telepathic bond + can be made permanent with a permanency + spell, though it only bonds two creatures per casting of permanency.

+ 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.

Telepathic silence does\ + \ not hinder spells that target a creature\u2019s mind or that do not rely on\ + \ communication, such as mind thrust.

" + 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">
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\u2019\ + t 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.

You must have some\ + \ clear idea of the location and layout of the destination. The clearer your mental\ + \ image, the more likely the teleportation works. Areas of strong physical or\ + \ magical energy may make teleportation more hazardous or even impossible.

\n\n\nFamiliarity\n\ + On Target\nOff Target\nSimilar Area\nMishap\n\n\n\n\ + \nVery familiar\n01\u201397\n\ + 98\u201399\n100\n\u2014\n\n\nStudied carefully\n\ + 01\u201394\n95\u201397\n98\u201399\n100\n\n\nSeen casually\n01\u201388\n89\u201394\n95\u201398\n99\u2013\ + 100\n\n\nViewed once\n01\u201376\n77\u201388\n89\u2013\ + 96\n97\u2013100\n\n\nFalse destination\n\u2014\n\u2014\n81\u201392\n93\u2013\ + 100\n\n\n

To see how well the teleportation works,\ + \ roll d% and consult the following table. Refer to the following information\ + \ for definitions of the terms on the table.

Familiarity: \u201CVery familiar\u201D is a place where you have been\ + \ very often and where you feel at home. \u201CStudied carefully\u201D is a place\ + \ you know well, either because you can currently physically see it or you\u2019\ + ve been there often. \u201CSeen casually\u201D is a place that you have seen more\ + \ than once but with which you are not very familiar. \u201CViewed once\u201D\ + \ is a place that you have seen once, possibly using magic such as scrying.\ + \

\u201CFalse destination\u201D is a place that\ + \ does not truly exist or if you are teleporting to an otherwise familiar location\ + \ that no longer exists as such or has been so completely altered as to no longer\ + \ be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain\ + \ results on the table, rather than rolling d%, since there is no real destination\ + \ for you to hope to arrive at or even be off target from.

On Target: You appear where you want to be.

Off Target: You appear safely a random distance away from the destination\ + \ in a random direction. Distance off target is d% of the distance that was to\ + \ be traveled. The direction off target is determined randomly.

Similar Area: You wind up in an area that\u2019s visually\ + \ or thematically similar to the target area. Generally, you appear in the closest\ + \ similar place within range. If no such area exists within the spell\u2019s range,\ + \ the spell simply fails instead.

Mishap:\ + \ You and anyone else teleporting with you have gotten \u201Cscrambled.\u201D\ + \ You each take 1d10 points of damage, and you reroll on the chart to see where\ + \ you wind up. For these rerolls, roll 1d20+80. Each time \u201CMishap\u201D comes\ + \ up, the characters take more damage and must reroll.

" + 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.

If desired, the target object can be sent to a distant location + on the Ethereal Plane. In this case, the point from which the object was teleported + remains faintly magical until the item is retrieved. A successful targeted dispel + magic spell cast on that point brings the vanished item back from the Ethereal + Plane.

+ 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\u2019s teleportation\ + \ before the spell is cast; otherwise, it fails immediately.

This spell\ + \ only functions on buildings that occupy a number of lots equal to one-fourth\ + \ your caster level\ + \ (so, for instance, a 16th-level caster could use this spell on a building that\ + \ occupies up to 4 lots).

" + 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\u2019\ + t teleport at all (but the use of the teleport effect is still consumed)\u2014\ + either 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\u2019s\ + \ presence, but does not reveal the trap\u2019s linked destination.

At your\ + \ discretion, the teleport trap can exclude a category of creatures, such\ + \ as an alignment, a type of creature, or creatures that carry a specific item or\ + \ know a password (though this only works if the creature is teleporting out of\ + \ the area, not into it). You select this option and the conditions at the time\ + \ you cast the spell. Overly complicated conditions may cause the spell to fail\ + \ entirely. Multiple castings of teleport trap can be linked to cover a\ + \ larger area, allowing teleported creatures to be directed to a single point\ + \ within the combined area of the spells.

Teleport trap can be made\ + \ permanent at the cost of 7,000 gp. A single permanency spell can be used on all teleport traps that share\ + \ a linked destination, but the gold piece cost must be paid for each individual\ + \ spell.

" + 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.

The circle itself is subtle and nearly impossible\ + \ to notice. If you intend to keep creatures from activating it accidentally,\ + \ you need to mark the circle in some way.

Teleportation circle can\ + \ be made permanent with a permanency spell. A permanent teleportation circle that is disabled\ + \ becomes inactive for 10 minutes, then can be triggered again as normal.

" + 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.

For example, after casting this spell,\ + \ a wizard\ + \ could cast temporal stasis on a demon and fireball on a group of orcs. Seeing that the demon succeeds at its saving throw against temporal stasis and that the fireball kills many orcs, the wizard chooses the fireball to take effect. The temporal stasis is treated as if it had not\ + \ been cast, and its spell slot and costly material component are not expended.

Casting\ + \ this spell more than once in a single day is risky. On the second and subsequent\ + \ casting in a 24-hour period, you must succeed at a DC 25 Will saving throw or be exposed to a crippling array of possibilities and\ + \ paradoxes that leave you confused for 24 hours. Whenever this confusion would cause you to attack the nearest\ + \ creature, you instead expend your highest-level remaining prepared spell or\ + \ spell slot, if any, with 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.

You can discharge the spell\ + \ to transport yourself back to your beacon as an immediate action instead of a standard action, but doing so utterly and entirely consumes the spell\u2019\ + s focus.

" + 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.

Fins: The fins grant you a 40 foot swim speed.

Head: The head grants you all-around vision. If the head came from a creature that had darkvision, low-light vision, or scent, you gain the appropriate senses at half the normal range. You can\ + \ speak through either head, but not both simultaneously. You don\u2019t receive\ + \ any additional special abilities the head might have had (like a medusa\u2019s petrifying gaze ability).

Leg: The leg increases\ + \ your base movement speed by 5 feet and grants you a +2 bonus to CMD against overrun and trip combat maneuvers (the usual bonus for having an extra leg).

Wings: The wings grant you a 40-foot fly speed (poor\ + \ maneuverability).

" + 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.

If you do not have the favored + terrain class feature, you gain no benefit from this spell.

+ 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.

When casting this spell, you channel the fury and the abilities + of thanatotic + titans, gaining some of their abilities for a short period of time. When you + hit a creature capable of casting divine spells, that creature must succeed at + a Will saving + throw or be unable to cast divine spells for 1d4 rounds and be shaken + for the same duration. If the save is successful, the target is instead shaken + for only 1 round.

Additionally, your attacks are treated as epic and evil + for the purposes of overcoming damage + reduction.

+ 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">
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\u2019\ + t 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.

Even if she isn\u2019t around other creatures or otherwise avoids\ + \ confronting her paranoia for a time, the nagging fear causes the target to become\ + \ shaken\ + \ for the duration of the spell (though this doesn\u2019t stack with other fear\ + \ effects to make the target frightened or panicked).

The subject\u2019s paranoia increases over time, forcing\ + \ her to take additional steps to protect herself from the other creature.

Depending\ + \ on her personality (or subject to the GM\u2019s discretion), she might confess,\ + \ publicly demand to know what the other creature knows, attack the other creature\ + \ to silence it, or offer the other creature a bribe.

The spell fails if\ + \ the target truly feels she has nothing to hide.

" + 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.

Thorns created by this + spell persist through any new physical shape or form you assume, such as via wildshape + or any polymorph + effect.

+ 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\u2019s 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.

Each time you change the words echoed\ + \ by the spell in this way, you reduce the spell\u2019s remaining duration by\ + \ 1 minute.

Thought echo does not interfere with telepathy or mind\ + \ reading effects that are capable of reaching thoughts deeper than surface thoughts.

" + 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\u2019\ + s 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.

\n" + 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.

Nondetection, mind blank, and similar effects can block this effect. Thoughtsense\ + \ can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1\u20132) creatures, but otherwise provides no information about\ + \ the creatures it detects.

" + duration: 1 minute/level div style="clear:both">
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.

You + may change between these three aspects or your actual age as a standard + action. As the young adult, you gain a +2 enhancement + bonus to Dexterity + and Constitution, + but suffer a -2 penalty to Wisdom. + In the adult aspect, you gain a +2 enhancement + bonus to Wisdom + and Intelligence, + but take a -2 penalty to Dexterity. + As the elderly aspect, you gain a +4 enhancement + bonus to Wisdom + and Intelligence, + but take a -2 penalty to Strength + and Dexterity. + As enhancement bonuses, these stack with any bonuses or penalties you may have + from your actual age (which are untyped bonuses)-the bonuses granted by this spell + represent your idealized form in this threefold aspect rather than simply duplicating + your ability scores at any one particular age.

True seeing reveals + your natural appearance overlaid with that your aspect, recognizing both as part + of your true self.

Individuals who study you closely and have interacted + with you at another apparent age recognize a resemblance (as though family) with + a successful DC 20 Perception + check.

Threefold aspect does not alter your clothing or equipment, + and does not heal any deformity or injury unrelated to age.

' + 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.

Threefold form functions as bilocation, + except there are three of you instead of two, and each of the three bodies is + under the effect of threefold aspect with a different idealized age. + Other than the differences from threefold aspect, each body shares all other effects + with you, as normal for bilocation.

' + 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.

For the + duration of this spell, whenever you roll for an attack, saving throw, or skill + check, roll three d20 and use the middle of the three rolls (or the highest, if + more than one die shows the same highest value, or the lowest, if more than one + die shows the same lowest value). If another ability would make you roll an attack roll, + saving throw, or skill check twice and take the higher result, roll twice and + take the lower result, or reroll, that ability has no effect and threefold sight + ends immediately.

+ 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\u2019\ + s 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.

If you cast this spell in or on a body of water at least 30\ + \ feet across, you can shape the spell either as the cone described above or as\ + \ a 60-foot line. In either shape, the water deals 1d10 points of bludgeoning\ + \ damage for every 2 caster levels you have in addition to pushing away creatures\ + \ that fail their Reflex saves.

" + 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.

You\ + \ cannot move or harm items held, carried, or worn by a creature stuck in normal\ + \ time, but you can affect any item that is not in another creature\u2019s possession.

You\ + \ are undetectable while time stop lasts. You cannot enter an area protected\ + \ by an antimagic field while under the effect of time stop.

" + 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.

The temperature inside the hut is 70\xB0 F if the exterior temperature\ + \ is between 0\xB0 and 100\xB0 F. An exterior temperature below 0\xB0 or above\ + \ 100\xB0 lowers or raises the interior temperature on a 1-degree-for-1 basis.\ + \ The hut also provides protection against the elements, such as rain, dust, and\ + \ sandstorms. The hut withstands any wind of less than hurricane force, but a\ + \ hurricane (75+ mph wind speed) or greater force destroys it.

The interior\ + \ of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish\ + \ the light as desired. Although the force field is opaque from the outside, it\ + \ is transparent from within. Missiles, weapons, and most spell effects can pass\ + \ through the hut without affecting it, although the occupants cannot be seen\ + \ from outside the hut (they have total concealment).

" + 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\u2019\ + s 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.

Tongues\ + \ can be made permanent with a permanency spell.

" + 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.

You can gain control of any uncontrolled undead you created with this spell as a free action if you are within at least 60 feet of the undead creature and have line of sight to it; if you have control of an undead you created with this spell and later lose control of that undead, you can\u2019t use this ability to regain control of the same undead. The limit on the number of Hit Dice you can control with animate dead still applies.

" + 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.

The elemental line is an ongoing\ + \ effect that persists for as long as you remain concentrating on it, up to 1\ + \ round for every three levels you possess (maximum 6 rounds). The line affects\ + \ any creatures that pass through it on their turn, requiring them to make Reflex\ + \ saves or take damage as noted.

On your turn you may shift the line\u2019\ + s position as you please. Moving the line does not cause it to sweep through intermediary\ + \ squares but only affects creatures in its new area of effect.

" + 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.

This spell protects you from poison + in the sac, but unless you have the poison use class feature, you suffer a 5% + chance of exposing yourself to the poison + when you first cast the spell. If you roll a natural 1 while attempting to inject + the poison + into an enemy, you are exposed to it.

' + 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\u2019s 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.

This\ + \ spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell\u2019\ + s duration expires.

" + 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.

The\ + \ target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty\ + \ cannot drop the target\u2019s Dexterity score below 1.

In addition, if the subject moves more than\ + \ half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect\ + \ maneuverability becomes good, good becomes average, and so on).

A successful Fortitude save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.

" + 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.

This spell\u2019s effect may make it impossible for the target to cast\ + \ some or all of its spells, if the requisite ability score drops below the minimum\ + \ required to cast spells of that level.

" + 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.

Note This spell is associated with + a particular deity and is more common among followers of that deity, though followers + of other deities may still cast the spell if they learn it.

+ 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\u2019s level against psychic\ + \ magic and any mind-affecting effects. Creatures inside the area don\u2019t receive this\ + \ protection against your spells or special abilities.

\n" + 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.

Toxic blood\ + \ can be made permanent with a permanency spell cast by a caster of 11th level\ + \ or higher, at a cost of 7,500 gp.

" + 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\u2019s 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.

You\ + \ intuitively know, to the nearest minute, when the teleportation effect occurred.

Whenever you detect the origin point\ + \ or termination point of any teleportation effect with this spell, you can study that origin point or\ + \ termination point for 1 round. If you do, you can attempt a caster level check (DC = 11 + the teleportation effect\u2019s caster level), taking a \u20135 penalty if the effect occurred more than\ + \ 1 minute ago. If you succeed, you gain a glimpse of the teleportation effect\u2019s termination point (if you detected an origin\ + \ point) or origin point (if you detected a termination point).

This glimpse\ + \ lasts long enough for you to get a brief look at the area, but not long enough\ + \ to scrutinize it in detail. It doesn\u2019t come with any geographic knowledge\ + \ of the location, so it is not sufficient for teleport or similar magic. You can\u2019t retry the caster level check, even if you cast trace teleport again.

" + 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.

When you cast this spell, + an icon of the targeted ship appears on the nautical chart. The icon moves as + the ship moves for the duration of this spell. If the ship is not within the area + delineated by the chart, the spell fails. If the ship is reduced to 0 or fewer + hit points, + its icon changes from a ship to a skull and crossbones.

+ 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.

\n\n\n\nDC\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\ +
Similarity
The\ + \ two objects are the same type of object (such as \u201Ckeys,\u201D \u201Cswords,\u201D\ + \ \u201Cscrolls\u201D)+1
The two objects are made of the same material+1
The two objects have the same weight\ + \ (accurate to the nearest ounce)+1
The two objects are part of the same set or made +2 in\ + \ the exact same mold+2
The target object has a higher gp value than the focus item-2
The target object is tied its\ + \ holder, such as a bonded item-2
" + 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\u2019\ + s 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.

If you + create a precious metal, you must use an equivalent value of alchemical reagents + as a material component (5 sp per pound of copper, 5 gp per pound of silver, 50 + gp per pound of gold, 500 gp per pound of platinum).

+ 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\u2019t cast spells, even from magic items.

You gain a +4 enhancement\ + \ bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence\ + \ bonus on Fortitude saves, and proficiency with all simple and martial\ + \ weapons. Your base attack bonus equals your character level (which may give\ + \ you multiple attacks).

You lose your spellcasting ability, including your\ + \ ability to use spell activation or spell completion magic items, just as if\ + \ the spells were no longer on your class list.

" + 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.

Your eidolon\ + \ cannot benefit from this spell more than once per day. This spell does not allow\ + \ you to change your eidolon\u2019s base form.

" + 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.

This spell has no effect on creatures immune to critical hits\ + \ or bleed\ + \ effects.

" + 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.

If all of these conditions are satisfied, the old golem completely changes to the new golem type. Its abilities and statistics are identical to one of the new\ + \ golem type, including its magic immunities and special attacks. The new golem\ + \ is still affected by any damage or conditions it suffered before the spell was\ + \ cast.

" + 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.

Only limited + wish, miracle, + wish, + or similar magic can restore a transmuted object to its metallic state.

+ 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).

Any creature in + the mud is allowed a Reflex + save to escape before the area is hardened to stone.

Transmute mud to + rock counters and dispels transmute + rock to mud.

+ 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.

Transmuted Poisons

+ 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.

If transmute rock to mud is cast upon\ + \ the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out\ + \ in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal\ + \ 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted\ + \ area, or half damage to those who succeed on Reflex saves.

Castles and large stone buildings are generally immune\ + \ to the effect of the spell, since transmute rock to mud can\u2019t affect\ + \ worked stone and doesn\u2019t reach deep enough to undermine such buildings\u2019\ + \ foundations. However, small buildings or structures often rest upon foundations\ + \ shallow enough to be damaged or even partially toppled by this spell.

The\ + \ mud remains until a successful dispel magic or transmute mud to rock spell restores its substance but not necessarily\ + \ its form. Evaporation turns the mud to normal dirt over a period of days. The\ + \ exact time depends on exposure to the sun, wind, and normal drainage.

Transmute\ + \ rock to mud counters and dispels transmute mud to rock.

" + 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.

Transplant visage may also be used to remove\ + \ a previously stolen face. This is the only way to remove a face short of using\ + \ greater polymorph, miracle, or wish. When used in this way, transplant visage causes the topmost face to\ + \ flake off and crumble into dust. A face so removed may not be reused. If the\ + \ caster is wearing several stolen faces when the topmost face is removed, the\ + \ next face down is revealed, and may be used as normal.

" + 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.

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.\ + \ Use the following equivalents to determine the maximum number of larger creatures\ + \ you can bring along: a Large creature counts as two Medium creatures, a Huge\ + \ creature counts as four Medium creatures, and so forth. All creatures to be\ + \ transported by the spell must be in physical contact with one another, and at\ + \ least one of those creatures must be in contact with you.

You can\u2019\ + t use this spell to travel through plant creatures.

The destruction of an\ + \ occupied plant slays you and any creatures you have brought along, and ejects\ + \ the bodies and all carried objects from it.

" + 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.

The spell immediately discharges and interferes\ + \ with the trap\u2019s function in an attempt to counter the trap\u2019s magic. When this occurs, make a caster level check as an\ + \ immediate action. The DC of this check is equal to the trap\u2019s Disable Device DC. If you\u2019\ + re successful, the trap ward dispels the magical effect of the trap before the\ + \ effect actually manifests, effectively preventing the trap from triggering for the next 1d4 rounds and ending\ + \ this spell immediately.

" + 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.

Depending\ + \ on the version selected, the spell can be triggered in one of two ways.

\n

Spell Completion: First, the spell can\ + \ be completed by speaking its final word as a standard action as if you were\ + \ casting a regular spell at the subject. This allows Spell Resistance (if any)\ + \ and a Will\ + \ save to avoid the effect. If the creature\u2019s name is spoken as well, any\ + \ spell resistance is ignored and the save DC increases by 2. If the save or Spell\ + \ Resistance is successful, the gem shatters.

\n

Trigger Object: The\ + \ second method is far more insidious, for it tricks the subject into accepting\ + \ a trigger object inscribed with the final spell word, automatically placing\ + \ the creature\u2019s soul in the trap. To use this method, both the creature\u2019\ + s name and the trigger word must be inscribed on the trigger object when the gem\ + \ is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject\ + \ picks up or accepts the trigger object, its life force is automatically transferred\ + \ to the gem without the benefit of spell resistance or a save.

\n
" + 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.

If you have the trapfinding ability granted by class levels, however, this spell grants you\ + \ a +5 competence bonus on all Disable Device checks made to disarm mechanical (but not magical) traps.\ + \ While under the effects of this spell, whenever you trigger a trap by rolling poorly on a Disable Device check, you may roll a second Disable Device check. This new roll uses the same modifiers as the first\ + \ roll. If your second roll is high enough to avoid accidentally springing the\ + \ trap, you avoid setting it off, but still fail to disarm\ + \ it. Each time you take advantage of this feature, the remaining duration of\ + \ the spell is reduced by 1 minute\u2014if less than a minute\u2019s worth of\ + \ duration remains, the spell ends as soon as you reroll your Disable Device check.

" + 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.

Upon casting this spell, you fall asleep + for its duration, creating an invisible magic sensor that is the exact size and + shape of your body, is recognizable as you, and cannot pass through spaces that + your body cannot enter. Unlike the invisible sensor created by arcane eye, children + of any race (no older than the human equivalent of 10) and animals can see this + sensor. Sleeping creatures can sense its presence and might incorporate your image + into their dreams. Force effects and abjuration spells that ward out creatures + (such as magic circle against evil) are effective barriers against this sensor + (regardless of your creature type, alignment, or other specifics). If you dismiss + the spell or this sensor is dispelled or destroyed, you awaken.

+ 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.

Attempts to identify + treacherous teleport with a skill check incorrectly identify it as teleport (see + the ruse descriptor).

+ 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).

When + you cast the spell the entire pile disappears into the cloth, replaced by a highly + accurate, sewn picture of the pile from whatever angle you wish. The cloth retains + its normal weight and dimensions. You can restore the pile of objects at any time + as a full-round + action by unfurling the cloth and ordering the spell to end, consuming the + cloth. Anyone else wishing to restore the objects must successfully dispel your + spell. If the cloth is destroyed or significantly damaged, all objects held within + the cloth are lost. This spell cannot affect artifacts or other sorts of similarly + unique objects.

+ 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.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Type of TreeTransport Range
Oak, ash, yew3,000 ft.
Elm, linden2,000 ft.
Other deciduous1,500 ft.
Any coniferous1,000 ft.

You may move into a tree up to one time per caster level (passing from + one tree to another counts only as moving into one tree). The spell lasts until + the duration expires or you exit a tree. Each transport is a full-round action.

You + can, at your option, remain within a tree without transporting yourself, but you + are forced out when the spell ends. If the tree in which you are concealed is + chopped down or burned, you are slain if you do not exit before the process is + complete.

' + 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\u2019\ + s 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\u2019s, 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.

The subject can + attempt a Fortitude + saving throw each round to reduce the damage by half. Dousing the target in water + ends the effect (both the acid and the fire), but rolling on the ground does not + extinguish the fire or affect the acid.

+ 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\u2019s phantasm has no\ + \ apparent effect until a specific condition occurs. You must overcome the target\u2019\ + s spell resistance to plant the triggered hallucination, but the target doesn\u2019\ + t 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.

You\ + \ set the triggering condition (such as hearing a certain word or seeing a type\ + \ of creature) when casting the spell. The event that triggers the illusion can\ + \ be as general or detailed as desired but must be based on an audible, tactile,\ + \ olfactory, or visual trigger. The trigger can\u2019t be based on any quality\ + \ not normally obvious to the senses, such as alignment. Triggered hallucination uses the target\u2019s senses to notice\ + \ triggers.

" + 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\u2019s 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.

Cost:\ + \ You must expend material components worth five times the item\u2019s normal\ + \ gold piece value (minimum 1 gp).

" + 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.

A creature with the supernatural ability to change shape + (such as a lycanthrope) + must make a Will + Saving Throw or immediately revert to its true form. If it fails this first Saving + Throw, the creature can attempt another Will + Saving Throw to overcome the spell as a full-round + action that does not provoke attacks of opportunity. If this save succeeds, + the spell ends and the creature is capable of changing shape once again. If the + second save fails, the creature is locked in its true form for the duration of + the spell, preventing any further polymorph + effects from changing its shape.

+ 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\u2019s time and\ + \ place of birth or death is the most common method).

Upon completion of\ + \ the spell, the creature is immediately restored to full hit points, vigor, and\ + \ health, with no negative levels (or loss of* Constitution points) and all of the prepared spells possessed by the creature\ + \ when it died.

You can revive someone killed by a death effect or someone\ + \ who has been turned into an undead creature and then destroyed. This spell can\ + \ also resurrect elementals or outsiders, but it can\u2019t resurrect constructs\ + \ or undead creatures.

Even true resurrection can\u2019t restore\ + \ to life a creature who has died of old age.

" + 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.

True seeing, however, does + not penetrate solid objects. It in no way confers X-ray vision or its equivalent. + It does not negate concealment, + including that caused by fog and the like. True seeing does not help the viewer + see through mundane disguises, spot creatures who are simply hiding, or notice + secret doors hidden by mundane means. In addition, the spell effects cannot be + further enhanced with known magic, so one cannot use true seeing through a crystal + ball or in conjunction with clairaudience/clairvoyance.

+ 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.

Creatures struck by a tsunami take 8d6 points of bludgeoning damage\ + \ (a Fortitude\ + \ save halves this damage).

In addition, the tsunami makes a special CMB check against any creature it strikes-the wave\u2019s CMB is equal to your caster level + your relevant spellcasting ability score modifier (whichever\ + \ is highest) + 8 (for the wave\u2019s size). If this CMB check defeats a creature\u2019s CMD, the creature is knocked prone and carried along by the wave. A creature carried along by a tsunami\ + \ can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed\ + \ by the wave\u2019s CMB check-if a creature fails to escape, it takes another 6d6 points of bludgeoning\ + \ damage (Fortitude save for half ) and continues being carried along by the wave.

Objects\ + \ struck by a tsunami are swept up if they are Huge or smaller and are carried\ + \ along by the wave, deposited in a pile at the end of the wave\u2019s journey.\ + \ Gargantuan or larger objects, as well as structures or objects firmly attached\ + \ to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through\ + \ its space-if this is enough to destroy the object or structure, the remains\ + \ are carried along by the wave. Hardness does not reduce this damage, nor is\ + \ it halved as damage dealt to objects normally is. Freedom of movement\ + \ prevents a creature from being carried along by a tsunami but does not prevent\ + \ damage caused by it hitting a creature.

A solid barrier that is taller\ + \ than the tsunami that is not destroyed by the wave stops that portion of the\ + \ wave from continuing onward, leaving a gap in the wave as the rest of it continues\ + \ forward.

" + 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.

The knife uses your base attack bonus modified by either your Intelligence or Charisma bonus (whichever is higher) when making this attack. Unless you\ + \ specifically will it to do otherwise, or it proves impossible to do so, the\ + \ knife always maneuvers itself so that it can flank your opponent before making\ + \ the attack. The knife deals 1d4 points of force damage on a successful hit and\ + \ has the same threat range and critical multipliers as a normal dagger. In addition,\ + \ if the target is denied a Dexterity bonus to AC or the knife flanks the target, the knife can make sneak attacks as a\ + \ rogue, inflicting\ + \ an extra 1d6 points of force damage per four caster levels on a successful attack.

A\ + \ twilight knife cannot be attacked or harmed by physical attacks, but\ + \ dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A twilight knife\u2018s AC against\ + \ touch attacks is 12 (10 + size bonus for Tiny object) plus your Dexterity modifier.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the twilight knife strikes\ + \ it. If the knife is successfully resisted, the spell is dispelled. If not, the\ + \ weapon has its normal full effect on that creature for the duration of the spell.

" + 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.

Both you and your twin have the same statistics and\ + \ start with the number of hit points you had when you ingested the extract. Once you have split, these\ + \ hit\ + \ points are tracked separately. Any spells, extracts, or magical effects\ + \ (such as from potions) that were active when you ingested the extract are active\ + \ for both you and your twin. If any such effects expire, are dispelled, dismissed,\ + \ or otherwise used or ended, they end for both of you. Extracts or spells cast\ + \ after you split affect you and your twin as though you were two separate targets.\ + \ Your equipment is linked between your two selves, and if an item on one is consumed\ + \ or destroyed, its duplicate is used up or destroyed as well.

The body\ + \ you do not inhabit crumbles into dust when the extract\u2019s duration expires\ + \ or is dismissed. If the body you inhabit is destroyed, you immediately shift\ + \ to your surviving self and the extract immediately ends. The body you left behind\ + \ crumbles into dust, and you are stunned until the start of your next turn. If the body you do not inhabit\ + \ is destroyed, the extract also ends immediately, but you suffer no ill effects.\ + \

You have no special ability to sense what your second body is experiencing,\ + \ though you immediately know if it has been destroyed. You may switch between\ + \ bodies at any distance on the same plane. If your bodies cross into separate\ + \ planes (including through the use of teleport or blink), the body you inhabit survives, while your other body is destroyed.\ + \

" + 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.

The\ + \ double cannot attack, has no special abilities, and has a +0 bonus on all saves\ + \ and checks. You may verbally give the double orders as a free action, or control\ + \ it telepathically as a standard action. You know what the double is experiencing,\ + \ and when controlling it telepathically you can see and hear everything it sees\ + \ and hears, though events at your location may drown out the sensory inputs from\ + \ the double. The double has hit points equal to half your hit points at the time\ + \ of casting. If brought to 0 hit points, it is destroyed, reverting to cloth\ + \ and twine. The double is an animated object.

" + 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\u2019s 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.

This spell has\ + \ no effect on undead creatures that already have the advanced creature template.

\n" + 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).

If you hit, the target takes 1d6 points of damage per\ + \ caster level\ + \ (maximum 20d6). Half of this damage is cold damage and half of it is negative\ + \ energy. The bolt\u2019s shadow expands and covers the target, rendering him\ + \ blind\ + \ for the duration of the spell. A successful Fortitude save halves the damage and negates the blind condition.

" + 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.

Once per round, when the weapon\u2019\ + s wielder misses a creature with the target weapon, the wielder can reroll the\ + \ attack. If the reroll hits, the spell hits the targeted creature and deals 1d8\ + \ points of cold damage, plus 1 additional point per 2 caster levels (maximum\ + \ +10). If an attacked creature has spell resistance, you must attempt a caster level check (1d20 + caster level) against that spell resistance the first time the spell damages the target.

If the\ + \ creature successfully resists umbral weapon, the spell is dispelled.\ + \ If not, the creature takes damage as normal.

" + 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.

Unadulterated loathing counters reckless infatuation.

" + 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.

Calm emotions counters and dispels unbreakable heart.

" + 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\u2019s 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.

You do not control the\ + \ living memory. The living memory constantly attacks the target. The nature of\ + \ the living memory causes the target to become unsettled. Roll on the following\ + \ table to determine how the target acts while the living memory is in sight.\ + \ If the result offers a saving throw, the DC is equal to that of this spell.\ + \ The result remains in effect for as long as the living memory is in sight. If\ + \ the target loses sight of the living memory and then sees it again, roll on\ + \ the chart again.

\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\ + \n\nTarget takes a \u20134 penalty on ability checks, attack rolls,\ + \ saving throws, skill checks, and weapon damage rolls\n\n\n66\u201375\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d%Behavior
1\u201320Target is\ + \ unaffected
21\u201335Target takes a \u20132 penalty on attack rolls
36\u201350Target takes a \u20132 penalty on saving throws
51\u201365
Target is staggered (Fort negates)
76\u201385Target is fascinated by the living memory (Will negates)
86\u201395Target is frightened by the living memory (Will negates)
96\u2013100Target is nauseated (Fort negates)
" + 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\u2019\ + s 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.

If the target fails his\ + \ save against this spell, he is not compelled to act in any way until the specified\ + \ trigger circumstances are encountered. He also has no knowledge of the details\ + \ of the spell affecting him, and has no memory of the last 10 minutes (although\ + \ he might come to notice the missing time or the presence of the caster). He\ + \ can function as he wishes until the events you detailed as the condition take\ + \ place. Upon experiencing the prerequisite condition, the target is forced to\ + \ perform the course of action you described as per the spell dominate\ + \ person. (If the compelled action is against the victim\u2019s nature, he\ + \ immediately gains a new saving throw at a +5 bonus against the spell to end\ + \ its effects.) For the next hour, the target acts as you dictated, doing all\ + \ he can to fulfill your command. If, at the end of the hour, the target still\ + \ has not completed your command, the target is released from the enchantment and the spell ends. Once the course of action is completed, the\ + \ spell ends. The target has full memory of acts performed during this hour.

It\u2019\ + s difficult to detect an unconscious agenda before the spell is triggered.\ + \ Casting detect magic on one affected by it only reveals an aura of enchantment if the caster of detect magic has a higher caster level then the caster of unconscious agenda. Even if the spell\ + \ is detected, it can only be removed by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect unconscious agenda.

" + 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.

In + this form, you detect as an undead creature (such as with detect + undead, but not with magic that reveals your true form, such as true seeing) and are treated as undead for the + purposes of channeled energy, cure spells, and inflict spells, but not for other + effects that specifically target or react differently to undead (such as searing light).

    + +
  • Small undead: If the form you take is that of a Small undead, you gain + a +2 size + bonus to your Dexterity + and a +1 natural + armor bonus.
  • + +
  • Medium undead: If the form you take is that of a Medium undead, you + gain a +2 size bonus to your Strength + and a +2 natural armor bonus.
  • + +
+ + ' + 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\u2019\ + s haunt-like manifestation\ + \ occurs during that round.

HAUNT STATISTICS

Notice\ + \ Perception DC 20\ + \ (to see a pale light briefly in the area); hp 2 hp/level; Trigger\ + \ proximity; Reset none

" + 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\u2019s 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.

Mindless + undead + and intelligent undead + with fewer Hit + Dice than your caster + level cannot enter the area or penetrate the barrier. Undead + of Hit + Dice equal to or greater than your caster + level can pass through this barrier by making a successful Will + save against the spell, but as they do so, they take 3d6 points of damage. Once + an undead + creature makes its save against this spell and takes this damage, it can come + and go without further penalty. This spell may only be used defensively, not aggressively. + Forcing an undeath ward against creatures that the spell keeps at bay collapses + the barrier.

+ 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.

You + can attempt a Bluff check + to create a distraction to hide, using your caster + level + your Wisdom + modifier in place of your total Bluff + skill bonus and applying the result to all creatures within 30 feet. You count + the target as distracted, as do any creatures that knew about your distraction + in advance. Creatures might not be distracted if they detect you casting the spell + or otherwise anticipate your subterfuge.

+ 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.

A ranger with the ranger traps class feature can cast this spell on a ranger trap he creates as part of the same action he uses to prepare a ranger trap. This doesn\u2019t reduce the spell\u2019s casting time if such a ranger casts this spell on an ordinary trap, even one that he created himself using Craft (traps).

" + 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\u2019s 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.

The spell is unable\ + \ to follow teleportation or interplanar travel for any distance. The trail appears to\ + \ end where the creature teleported (though a successful Spellcraft check allows you to determine the method of teleportation, if a spell was used). Unerring tracker can\u2019t track creatures\ + \ under the effect of a pass without trace spell, as those creatures leave no trail at all, but can\ + \ track creatures using nondetection (though not mind blank).

This spell can be used to track flying creatures, but\ + \ the trail must at least begin on a solid surface.

This spell doesn\u2019\ + t reveal the creature\u2019s current position or any shorter path than the one\ + \ it followed (for instance, it will not reveal that the creature doubled back\ + \ upon the trail until you reach the point where the creature turned around.)\ + \ It doesn\u2019t reveal traps or other hazards along the trail.

" + 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.

Members + of the Sanctified + Prophet prestige class can cast this spell, even though it is not a divination or + enchantment.

+ 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.

\n

First, the site or structure is guarded by a magic circle against good effect.

\n

Second, the DC to resist\ + \ negative channeled energy within the spell\u2019s area of effect gains a +4\ + \ sacred bonus and the DC to resist positive energy is reduced by 4. Spell Resistance\ + \ does not apply to this effect. This provision does not apply to the druid version of the\ + \ spell.

\n

Finally, you may choose to fix a single spell effect to\ + \ the unhallowed site. The spell effect lasts for 1 year and functions\ + \ throughout the entire site, regardless of its normal duration and area or effect.\ + \ You may designate whether the effect applies to all creatures, creatures that\ + \ share your faith or alignment, or creatures that adhere to another faith or\ + \ alignment. At the end of the year, the chosen effect lapses, but it can be renewed\ + \ or replaced simply by casting unhallow again.

\n

Spell effects\ + \ that may be tied to an unhallowed site include aid, bane, bless,\ + \ cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.

Saving throws and Spell Resistance might apply\ + \ to these spells\u2019 effects. (See the individual spell descriptions for details.)

An\ + \ area can receive only one unhallow spell (and its associated spell effect)\ + \ at a time.

Unhallow counters but does not dispel hallow.

" + 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.

Unhallowed blows can be made permanent\ + \ with a permanency spell. In this case, the caster must be at\ + \ least 9th level and must expend 2,500 gp worth of diamond dust as a material\ + \ component.

\n" + 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:

    + +
  1. Each warded creature gains a +4 deflection bonus to AC and a +4 resistance + bonus on saves. Unlike the effect of protection + from good, this benefit applies against all attacks, not just against + attacks by good creatures.
  2. + +
  3. A warded creature gains spell + resistance 25 against good spells and spells cast by good creatures.
  4. + +
  5. The abjuration protects the subjects from possession and mental influence, + just as protection + from good does.
  6. + +
  7. If a good creature succeeds on a melee attack against a warded creature, the + offending attacker takes 1d6 points of Strength + damage (Fortitude + negates).
  8. + +
' + 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.

The spell deals 1d8 points of damage + per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, + maximum 10d6, to a good outsider) + and causes it to be sickened + for 1d4 rounds. A successful Will + save reduces damage to half and negates the sickened effect. The effects cannot + be negated by remove + disease or heal, + but remove + curse is effective.

The spell deals only half damage to creatures who + are neither evil nor good, and they are not sickened. + Such a creature can reduce the damage by half again (down to one-quarter) with + a successful Will + save.

+ 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.

If this spell is cast on a magic weapon, the powers\ + \ of the spell supersede any that the weapon normally has, rendering the normal\ + \ enhancement bonus and powers of the weapon inoperative for the duration of\ + \ the spell. This spell is not cumulative with any spells that modify the weapon\ + \ in any way. This spell does not work on artifacts. A masterwork weapon\u2019\ + s bonus to attack does not stack with this spell\u2019s enhancement bonus to attack.

" + 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.

You utter a dire portent, causing destiny and fate to\ + \ unravel around the target. This profoundly disturbing effect causes the target\ + \ to suffer a cumulative \u20132 penalty on all ability checks, attack rolls,\ + \ saving throws, and skill checks for every hero point it possesses. The target\ + \ can reduce this penalty by spending hero points normally, but it takes 2d6 points\ + \ of damage for each hero point spent while this spell is in effect.

" + 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.

An unseen crew member has a Strength score of 10 and a Profession (sailor) score equal to half your character level plus your Intelligence modifier (for witches and wizards) or your Charisma modifier (for bards, sorcerers, and summoners). It cannot fly, but it can climb, swim, or walk with a base speed\ + \ of 20 feet.

An unseen crew member cannot be killed, but it dissipates\ + \ if it takes more than 1 point of damage per caster level you possess from area attacks (it gets no saves against attacks).\ + \ If you attempt to send an unseen crew member beyond the spell\u2019s range (measured\ + \ from your current position), the crew member ceases to exist.

" + 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\u2019\ + s duration ends before the trap is complete, the engineers automatically fail.

The\ + \ engineers move at your base speed and can carry only materials required in the\ + \ construction of the desired trap. They can\u2019t attack in any way or be killed, and\ + \ dissipate if they take 12 points of damage from area attacks (they get no saves\ + \ against attacks).

" + 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\u2019t be used untrained. This servant cannot fly, climb, or even\ + \ swim (though it can walk\ + \ on water). Its base speed is 15 feet.

The servant cannot attack in any\ + \ way; it is never allowed an attack roll. It cannot be killed, but it dissipates\ + \ if it takes 6 points of damage from area attacks. (It gets no saves against\ + \ attacks.) If you attempt to send it beyond the spell\u2019s range (measured\ + \ from your current position), the servant ceases to exist.

" + 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.

Every time an affected creature attempts\ + \ a Sense Motive\ + \ check to get a hunch or detect a Bluff from another creature (or vice versa), it must succeed at a Will save or automatically\ + \ assume the other party is lying or otherwise harbors ill will against it.

Each\ + \ time this spell causes an affected creature (or someone interacting with the\ + \ affected creature) to attempt a Will saving throw, the spell\u2019s haunt-like manifestation occurs.

HAUNT STATISTICS

Notice\ + \ Perception DC 20\ + \ (to feel a sudden sense of dread, or to hear victims\u2019 names whispered behind\ + \ their backs); hp 2 hp/level; Trigger proximity; Reset none

" + 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.

Severe cold\ + \ effects: If the initial saving throw fails, the target takes 1d6 points of nonlethal cold damage and must save every 10 minutes (using the DC of severe\ + \ cold instead of this spell\u2019s DC) or take additional damage.

" + 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.

Penalties\ + \ that the target would take as a result of an emotion effect are instead treated\ + \ as morale bonuses equal to half the penalty\u2019s value (for example, if the\ + \ target were affected by a crushing despair spell, she would gain a +1 morale bonus on attack rolls, saving throws, ability checks, skill checks, and weapon damage\ + \ rolls, instead of the spell\u2019s normal effect).

Furthermore, morale\ + \ bonuses she gains from other sources are increased by 1. Finally, the target\ + \ gains a +2 bonus on saving throws to resist spells of the pattern subschool, as her childlike wonder allows her to marvel at the beauty\ + \ of such effects without being overwhelmed by them.

" + 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.

If\ + \ unwelcome halo is brought into an area of magical darkness (or vice versa),\ + \ the effects of both spells are temporarily negated, so that the otherwise prevailing\ + \ light conditions exist within the overlapping fields of effect.

" + 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.

When the spell ends, subsequent damage is no\ + \ longer divided between you and the subject, but damage already split is not\ + \ assigned to you.

If you and the target of the spell move out of range\ + \ of each other, the spell remains active, but damage is no longer shared until\ + \ you are once again within range of each other.

" + 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.

You can\u2019t bring other\ + \ creatures with you, and other creatures that go through the portals don\u2019\ + t teleport. Once you step through, the spell ends and you can\u2019t take any\ + \ other actions until your next turn.

" + 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\u2019s 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\u2019t be\ + \ noticed unless removed from the bag\u2014such as by someone who can perceive\ + \ them, or who upends the container.

Casting vacuous vessel on another container\ + \ or placing a new item in the existing container immediately dismisses the currently\ + \ active spell.

" + 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.

Unwilling targets can negate\ + \ the spell\u2019s effect on them by making Will saves or with Spell Resistance. Those who interact with the subjects\ + \ can attempt Will disbelief saves to see through the glamer, but Spell Resistance doesn\u2019\ + t help.

" + 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.

The creature must succeed at a Fortitude\ + \ saving throw or take 1d6 points of fire damage and be blinded. The victim must\ + \ make a new save against damage and blindness for each round the spell persists.\ + \ The target must have a discernible anatomy and no more than one head in order\ + \ to be blinded. Undead, constructs, and creatures without eyes or who don\u2019\ + t rely on sight to sense their surroundings can be damaged by this spell, but\ + \ not blinded.

A moderate wind (11+ mph) disperses the ash cloud in 2 rounds;\ + \ a strong wind (21+ mph) disperses the cloud in 1 round.

This spell does\ + \ not function underwater.

" + 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.

The actual use for the comets, though, is to make vengeful\ + \ strikes against foes who dare to target you with offensive spells. As an immediate action whenever you are affected by a spell cast by another creature,\ + \ you can fire one of your vengeful comets as a bolt of icy retribution (provided\ + \ the source of the offensive spell is within range of your vengeful comet, of\ + \ course). The comet requires a ranged touch attack to hit. If it hits, a comet deals 1d6 points of bludgeoning\ + \ damage and 3d6 points of cold damage to the target, plus an additional amount\ + \ of cold damage equal to the level of the spell you are retaliating against.\ + \ If the spell you\u2019re retaliating against had the fire descriptor, you may\ + \ opt to fire two comets instead of one.

" + 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.

If you designate one of the target\u2019s friends\ + \ or loved ones as the enemy, the target gains another saving throw to overcome the spell as soon as it enters combat with the enemy.

" + 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\u2019\ + s 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 Bite: + area: null + casting_time: 1 standard action + components: V, S, M (a vial of injury poison worth at least 75 gp), DF + description: '' + duration: 1 round/level (D) + effect: null + level: alchemist 2, druid 2, ranger 2, shaman 2, summoner 2, witch 2 + range: touch + saving_throw: Fort negates (harmless) + school: transmutation [poison] + spell_resistance: yes (harmless) + target: creature touched +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).

Your target instinctively knows that revealing this\ + \ information will endanger it, but doesn\u2019t automatically understand why\ + \ or how. Neutralize poison removes the effect of this spell; the spellcaster must\ + \ succeed at a caster\ + \ level check against the spell\u2019s save DC rather than the poison\u2019s.

" + 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\u2019t 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.

Additionally, since your body is partially\ + \ a swarm, you take only half damage from piercing and slashing attacks, unless\ + \ those attacks would deal full damage or greater to a swarm (for instance, an\ + \ area piercing attack would deal full damage to you).

You can still be\ + \ targeted by single-target spells but you gain a +2 circumstance bonus on any saving throws against them.

Casting spells\ + \ in this form is difficult and any spells with somatic components require a concentration check as if casting defensively; if you are also casting the\ + \ spell defensively, roll a single concentration check at a \u20135 penalty.

" + 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.

This + spell functions like greater + magic weapon, except that it subtly alters the physical properties of + a weapon, enabling it to bypass damage + reduction of one the following types: bludgeoning, cold iron, piercing, silver, + or slashing. The affected weapon still inflicts damage of its normal type and + its hardness and hit + points are unchanged. This spell can be cast on a natural weapon or unarmed + strike.

' + 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.

Against a foe you are focused on, you do not provoke\ + \ attacks of opportunity by moving through their threatened area. Additionally, the first successful melee attack you make\ + \ against the foe in a round deals an additional 1d6 points of damage. Finally,\ + \ you gain a +4 insight bonus on all combat maneuver checks made against your focused foe.

" + 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\u2019t 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.

If the target detects\ + \ a threat or unexplained noise while sleeping, she can wake immediately and stand\ + \ up from her sleeping position as a free action.

If the target is roused but returns to sleep during the\ + \ spell\u2019s duration, she falls asleep immediately and does not count as having\ + \ her sleep interrupted, even if she engaged in combat while she was awake.

" + 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.

The + creature gets a +1 competence bonus on a single melee damage roll. It must choose + to use the bonus before making the roll to which it applies. Ranged or spell attacks + are unaffected by this spell.

+ 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.

Each\ + \ dog can attempt a Will save to negate the transformation, but if the dog trusts you (it has\ + \ been trained by you for a purpose, or has been in your care for at least 30\ + \ days and generally treated well), it takes a \u20134 penalty on this saving\ + \ throw. Each transformed dog has the same stats as a hell hound except that it doesn\u2019t have fire immunity and cold vulnerability and instead has acid, cold, and fire resistance 5. Additionally, each transformed dog deals an extra 1d6 points\ + \ of acid damage with its bite attack (instead of fire damage), and its breath weapon is replaced with a vaporous cloud that spreads out in front\ + \ of the creature in a 10-foot cone, dealing 2d4 points of acid damage. The creature\ + \ can\u2019t understand Infernal but understands any languages you know. The dog\ + \ is normally neutral evil, but is chaotic evil if you are chaotic or lawful evil\ + \ if you are lawful.

For every 3 caster levels you have, you can transform\ + \ one dog (to a maximum of five dogs at 15th level). At the end of the spell\u2019s duration, the dogs immediately\ + \ dissolve into a stinking pile of gore and bones.

You can command the creature\ + \ in the same way you would a creature you summoned via a summon monster\ + \ spell. If you buy dogs to use with this spell, they cost 15 gp for a lap dog,\ + \ 25 gp for a guard dog, or 150 gp for a riding dog. Any kind of dog can be transformed by this spell and has the\ + \ same statistics.

" + 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.

You can expand the area of this spell by casting it\ + \ multiple times. Each time you do, you must effectively \u201Cattach\u201D the\ + \ spell to the existing area by using the same disaster and granting the same\ + \ sorts of creatures immunity to its effects. If you fail to do this, the entire\ + \ illusion, no matter\ + \ how large, disappears.

" + 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.

When this spell is cast, the subject may attempt a Reflex save. Success\ + \ indicates that the vines fail to take root and the spell has no effect. On a\ + \ failed save, the subject\u2019s base speed is immediately reduced by 5 feet.\ + \ Each round thereafter, the subject must make another successful Reflex save or his speed is reduced by another 5 feet. This occurs each round\ + \ until he is reduced to a speed equal to half of what it was before the spell\ + \ was cast.

As a full-round action, the subject or an adjacent creature can tear the vines\ + \ off the subject\u2019s body, resetting the speed penalty to just 5 feet, though\ + \ the vines continue to grow each round thereafter for the spell\u2019s duration,\ + \ requiring additional checks, unless it is actually dispelled. The spell\u2019\ + s effects can also be prematurely ended by dealing at least 20 points of fire\ + \ damage to the subject. When the spell\u2019s duration ends or the effect is\ + \ terminated, the vines immediately wilt and the subject\u2019s speed returns\ + \ to normal. Regardless of the subject\u2019s base speed, the vines cannot reduce\ + \ a creature\u2019s speed below 5 feet.

This spell has additional effects\ + \ depending on which version you cast, chosen when you cast the spell.

    \n\ +
  • Blessed Thorns: The vines sprout vicious thorns made of celestial steel.\ + \ Each round at the beginning of your turn, the subject takes 2d4 points of damage,\ + \ plus 1 point of damage for each round since the creature last took a full-round\ + \ action to tear the vines off. When you cast this version of the spell, you\ + \ can also choose to make the thorns either cold iron or silver for the purposes of overcoming damage reduction.
  • \n
  • Noxious Vines: The vines emit noxious\ + \ fumes that act as a lung and eye irritant. The subject and any creatures adjacent\ + \ to the subject must attempt a DC 15 Fortitude check each round at the beginning of their turn. On a failed save,\ + \ the creatures becomes blinded for that round and can\u2019t cast spells with verbal components.
  • \n
  • Swift\ + \ Vines: The vines act twice as quickly as normal, and slow the creature\ + \ by 10 feet per round instead of 5 feet (though they still can\u2019t decrease\ + \ the creature\u2019s speed to less than half). In addition, once the creature\ + \ is slowed to half-speed, it becomes staggered until the vines are torn off or the spell ends.
  • \n
" + 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.

If the target\ + \ is an advanced firearm, and the firearm misfires a second time in a row while\ + \ this spell is in effect, it does not explode but still deals the additional\ + \ damage to the wielder as described.

\n" + 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 \u201C\ + bomb 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 target directly, up to four vipers\ + \ are released from the bomb. One viper attacks the target of the direct hit,\ + \ and the other vipers attack up to three creatures that take damage from the\ + \ splash damage. The vipers make melee touch attacks (using your base attack bonus\ + \ + Intelligence modifier) and on a hit deal 1d4 + your Intelligence modifier damage, and the target is poisoned as if by a venomous snake. Hit or miss, the conjured vipers disappear after they make\ + \ the attack. The conjured snakes are not damaged or adversely affected by the\ + \ bombs you throw.

" + 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).

Virtuoso performance + does not stack with any other method of maintaining simultaneous bardic performances.

+ 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.

In\ + \ addition to the effects of that spell, you can cause a second spell to be delivered\ + \ when the target wakes at the nightmare\u2019s conclusion. You must have this\ + \ second spell prepared and it must be cast immediately after this spell (effectively\ + \ adding the two spells\u2019 casting times). This second spell \u201Crides along\u201D\ + \ with the nightmare, affecting the target as soon as it wakes from its fitful\ + \ sleep. Any spell can be sent along with the nightmare, so long as it is of 6th\ + \ level or lower, affects one target (which is always the nightmare\u2019s recipient),\ + \ and does not deal hit point damage. The second spell\u2019s range is irrelevant\ + \ for the purposes of this spell and even touch attacks can be delivered in this\ + \ manner (you must still make a successful touch attack in order to affect the target, though, with the act of touching\ + \ occurring within the context of the victim\u2019s nightmare). The target is\ + \ allowed to save against the second spell if a save is allowed. For example,\ + \ a cleric\ + \ could send bestow curse along as part of the spell but not blade barrier\ + \ (affects an area), destruction (too high level), or inflict moderate wounds (deals hit point damage).

" + 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).

If you choose Strength or Dexterity, you gain a +5 bonus on skill checks associated with that ability\ + \ score. If you choose Constitution, your maximum and current hit points increase by an amount equal to your Hit Dice.

At any time during the spell\u2019s duration, you can expend\ + \ the spell\u2019s remaining duration as an immediate action in order to gain a one-time physical enhancement associated\ + \ with the ability score you chose to visualize, as detailed below. After you\ + \ do so, the spell ends.

" + 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.

At any time during the spell\u2019s duration,\ + \ you can expend the spell\u2019s remaining duration as an immediate action in order to gain a one-time mental enhancement associated\ + \ with the ability score you chose to visualize, as detailed below. After you\ + \ do so, the spell ends.

    \n
  • Charisma: You are immediately infused with a wave of supernatural luck, and gain a +2 luck bonus on all d20 rolls for 1 minute.
  • \n
  • Intelligence: You immediately gain a flash of insight, and gain a number\ + \ of ranks equal to your Hit Dice in any skill in which you have no ranks. These ranks last for 1\ + \ minute, during which time you can also treat that skill as a class skill.
  • \n\ +
  • Wisdom: When you fail a Will save, you can immediately attempt that saving throw again, gaining a\ + \ +4 bonus on the new saving throw to resist the effect.
  • \n
" + 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.

The target can vary\ + \ the disguised voice just as it could its normal voice. For example, a halfling female given\ + \ a male dwarf\ + \ noble\u2019s voice and accent could speak in falsetto, with a rural halfling accent, and\ + \ so on.

" + 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.

Written\ + \ material can be read at the rate of one page (250 words) per minute. As with\ + \ comprehend languages, this spell doesn\u2019t impart insight into material\ + \ the target read, just the literal meaning, and it doesn\u2019t allow the target\ + \ to read magical writing or decipher codes.

If the target lacks the mental\ + \ capacity to grasp a 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 endows the target\ + \ merely with a temporarily enhanced vocabulary, the person offering instructions\ + \ to nonsentient creatures must take care to avoid metaphors or any other ambiguity.

" + 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.

You can\ + \ move the swarm or change the swarm\u2019s direction by spending a standard action to concentrate on the swarm, otherwise it continues moving\ + \ in its current direction. If your caster level is at least 7th, you can vomit forth a swarm of wasps instead. Finally, if your caster level is at least 13th, you can vomit forth a swarm of army ants.

" + 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.

The twin has a speed of 30 feet and provokes attacks + of opportunity from movement as normal. It has an AC equal to 10 + 1/2 your + caster level and + a number of hit + points equal to your caster + level. If the twin is reduced to 0 hit + points, it is destroyed, although you can create a new one on your turn as + a standard + action as long as the duration persists. You cannot have more than one vomit + twin at a time.

+ 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.

You may direct\ + \ the whirlpool to eject any carried creatures whenever you wish. A boat that\ + \ is equal in length or shorter than the vortex\u2019s width that passes through\ + \ a vortex takes 6d6 points of damage and is caught up by the current. If the\ + \ boat\u2019s captain makes a DC 25 Profession (sailor) check (or if the boat is longer than the vortex\u2019\ + s width), the boat takes only half damage and is not caught up by the vortex.

" + 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.

Creatures affected by this spell suffer cumulative penalties\ + \ for attacking as if under the effects of levitate unless they have a fly speed.\ + \ Treat each target as two size categories lighter for the purposes of being checked\ + \ or blown away by wind. If a target has a fly speed, it can fly overland at the\ + \ wind\u2019s speed in the same direction as the wind by succeeding at a DC 20\ + \ Fly check. If a creature\ + \ flying overland this way attempts to change direction, it risks being blown\ + \ away as usual. By linking hands or creating a connection with rope, creatures affected by this spell can be towed through the air by a\ + \ flying creature as if each weighed only one-eighth its actual weight.

" + 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.

Good creatures may walk along the top of the mist as if it were solid, treating\ + \ squares of difficult terrain containing the mist as normal terrain. Evil creatures find the mist thick and cloying, and treat squares of normal\ + \ terrain containing the mist as difficult terrain instead. Neutral creatures pass through the mist with no effect. The mist has no effect\ + \ on obstacles or otherwise impassable terrain, and does not block sight or provide\ + \ concealment.\ + \

Except for very special circumstances (such as a celestial or fiendish\ + \ mount), mounts use the alignment of their rider when determining how this spell\ + \ affects them. 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, although the mist remains for the spell\u2019\ + s normal duration.

A wake of light cannot follow across water, underwater,\ + \ or through the air in the case of a mount capable of walking on water, swimming,\ + \ or flight.

" + 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\u2019\ + s 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).

The + wall must be vertical and either rectangular or a ring. It need not touch the + ground. The wall must be continuous and unbroken when formed. If its surface is + broken by any object or creature when it is cast, the spell fails.

+ 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.

For each creature\ + \ adjacent to the wall, the skeletal hands attempt a combat maneuver check to grapple it. The skeletal hands do not provoke attacks of opportunity. They make their attacks at the start of your turn,\ + \ when the wall is summoned, or when an enemy first moves adjacent to the wall.\ + \ The skeletal hands\u2019 CMB is equal to your caster level, and they can grapple a Huge or smaller creature with no penalty.

If the wall successfully\ + \ grapples a foe, that foe takes 1d6 points of damage and gains the grappled\ + \ condition. Grappled opponents cannot move without first breaking the grapple. All other\ + \ movement is prohibited unless the creature breaks the grapple first. The wall cannot move or pin foes. Each round the wall succeeds at a grapple combat maneuver check, it deals 1d6 additional points of damage. The CMD\ + \ of the wall, for the purposes of escaping the grapple, is equal to 10 + its CMB.

" + 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.

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.

A wall of clockwork\ + \ provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

A wall of clockwork\ + \ is 1 inch thick per 4 caster levels. You can double the wall\u2019s area by\ + \ halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 9.

A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the\ + \ wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness. If an attacker an attack roll\ + \ of a natural 20 (and only a natural 20, regardless of the weapon\u2019s threat\ + \ range) and confirms the critical hit (even though the wall is otherwise immune to critical hits),\ + \ that section of wall gains the broken condition. If already broken, that section of wall is destroyed instead.

Bronze created by\ + \ this spell is not suitable for use in the creation of other objects (even for\ + \ the limited duration of the spell) and cannot be sold.

" + 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.

One side of the wall,\ + \ selected by you, radiates a deeply foreboding and menacing aura from the writhing spirits within. The range of this mind-affecting\ + \ fear effect is 10 feet from the wall\u2019s surface, and creatures that are\ + \ in range when the wall is created or that later approach to within 10 feet must\ + \ succeed at a Will save or become shaken (or panicked if they have 4 Hit Dice or fewer) for 1 round per your caster level.

Each 10-foot square of the wall has 2 hit points per inch of thickness.

A section of the wall whose hit points\ + \ drop to 0 is breached, but if a section is destroyed, the remaining ectoplasm\ + \ in the wall immediately fills in any such hole created, reducing the wall\u2019\ + s overall size by one 10-foot square but remaining a contiguous barrier. The wall\ + \ can also take the form of a sphere or hemisphere whose maximum radius is 1 foot\ + \ per caster level,\ + \ and that is as hard to break through as the ectoplasmic plane form.

" + 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.

If you evoke the wall so that it appears where creatures are, + each creature takes damage as if passing through the wall. If any 5-foot length + of wall takes 20 points or more of cold damage in 1 round, that length goes away. + (Do not divide cold damage by 2, as normal for objects.)

Wall of fire + can be made permanent with a permanency + spell. A permanent wall of fire that is extinguished by cold damage becomes + inactive for 10 minutes, then reforms at normal strength.

+ 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.

Breath\ + \ weapons and spells cannot pass through a wall of force in either direction,\ + \ although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal\ + \ creatures as well as material ones (though ethereal creatures can usually circumvent\ + \ the wall by going around it, through material floors and ceilings). Gaze attacks\ + \ can operate through a wall of force.

The caster can form the wall\ + \ into a flat, vertical plane whose area is up to one 10-foot square per level.\ + \ The wall must be continuous and unbroken when formed. If its surface is broken\ + \ by any object or creature, the spell fails.

Wall of force can be\ + \ made permanent with a permanency spell.

" + 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.

+ +

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick + per caster level. It covers up to a 10-foot-square area per caster level (so a + 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, + a wall 50 feet long and 20 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 + as long as it is anchored. A vertical wall need only be anchored on the floor, + while a horizontal or slanting wall must be anchored on two opposite sides.

+ +

Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures + can hit the wall automatically. A section of wall whose hit points drop to 0 is + breached. If a creature tries to break through the wall with a single attack, + the DC for the Strength + check is 15 + caster level.

+ +

Even when the ice has been broken through, a sheet of frigid air remains. Any + creature stepping through it (including the one who broke through the wall) takes + 1d6 points of cold damage + 1 point per caster level (no save).

+ +

Hemisphere: The wall takes the form of a hemisphere whose maximum radius + is 3 feet + 1 foot per caster level. The hemisphere is as hard to break + through as the ice plane form, but it does not deal damage to those who + go through a breach.

+ +
' + 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.

A wall of iron is 1\ + \ inch thick per four caster levels. You can double the wall\u2019s area by halving\ + \ its thickness. Each 5-foot square of the wall has 30 hit points per inch of\ + \ thickness and hardness 10. A section of wall whose hit points drop to 0 is breached.\ + \ If a creature tries to break through the wall with a single attack, the DC for\ + \ the Strength check is 25 + 2 per inch of thickness.

If you desire, the\ + \ wall can be created vertically resting on a flat surface but not attached to\ + \ the surface, so that it can be tipped over to fall on and crush creatures beneath\ + \ it. The wall is 50% likely to tip in either direction if left unpushed. Creatures\ + \ can push the wall in one direction rather than letting it fall randomly. A creature\ + \ must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling\ + \ wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points\ + \ of damage while fleeing from the wall. The wall cannot crush Huge and larger\ + \ creatures.

Like any iron wall, this wall is subject to rust, perforation,\ + \ and other natural phenomena. Iron created by this spell is not suitable for\ + \ use in the creation of other objects and cannot be sold.

" + 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\u2018s 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).

A creature\ + \ can move through a wall of lava as a full-round action by making a DC 25 Strength check-failure indicates that the creature is pushed back out of\ + \ the wall to the point he just attempted to leave. A creature with a burrow speed can move through the wall using its burrow speed. An attempt to move through a wall of lava inflicts 20d6\ + \ fire damage. A wall of lava also radiates heat as if it were a wall\ + \ of fire, although the heat from a wall of lava radiates from both\ + \ sides.

Once per round as a move action, you can direct the wall of lava to erupt. This causes\ + \ a plume of lava to fire at any target within 60 feet of either side of the wall,\ + \ but reduces the wall\u2019s overall size by 1d4 5-foot square sections. You\ + \ must make a ranged touch attack to hit the target, which takes 10d6 points of fire damage on\ + \ a hit. Holes created in a wall of lava from this effect instantly reseal,\ + \ reducing the overall size of the wall.

All damage inflicted by physical\ + \ contact with a wall of lava continues for 1d3 rounds after exposure ceases,\ + \ but this additional damage is only half that dealt during actual contact (that\ + \ is, 1d6 or 5d6 or 10d6 points per round).

" + 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.

The wall sheds bright light to a range of\ + \ 60 feet in all directions. A creature adjacent to the wall is blinded as long as it remains adjacent plus an additional 1d4 rounds thereafter\u2014\ + closing its eyes or succeeding at a Fortitude save negates the effect for 1 round. A creature that passes through\ + \ the wall is automatically blinded, even if its eyes are closed. A creature from the Plane of Shadow gains 1d4 negative levels each round it spends within 5 feet of the wall (Fort negates).\ + \ Passing through the wall imposes a \u20134 penalty on the save for that round.\ + \ Twenty-four hours after gaining these negative levels, the subject must attempt a new Fortitude saving throw for each negative level. If a save succeeds, 1 negative level is removed. If it fails, the negative level becomes permanent.

Wall of light can be made permanent\ + \ with permanency (with a minimum caster level of 13th and cost of 11,000 gp).

" + 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.

Alternatively, + you can create a wall with increased density, but doing so reduces the maximum + length of the wall to 5 feet per caster + level.

In addition to granting concealment, + this denser wall also hinders movement. Any creature moving into or attempting + to pass through the wall must succeed at a DC 15 Strength + check or be entangled + (and unable to move) until the start of its next turn.

A creature that starts + its turn in the wall can freely move within it or move out of the wall in either + direction.

Only a severe or stronger wind (31+ mph) disperses the wall, + and it does so in 1 round.

+ 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.

The wall + must be vertical and rectangular. It need not touch the ground. The wall must + be continuous and unbroken when formed. If its surface is broken by any object + or creature when it is cast, the spell fails.

+ 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.

Objects and nonevil creatures + can pass through this wall without difficulty. However, spells and effects with + the evil descriptor + treat this barrier as a wall + of force, which blocks line of effect.

Evil creatures that pass through + the wall take 3d6 points of damage + 1 point of damage per caster + level (maximum 3d6+20) and are blinded + for 1 round. Creatures of any alignment + that are particularly vulnerable to silver (such as those with damage + reduction bypassed by silver, like devils + or lycanthropes) + instead take 1d6 points of damage per caster + level (maximum 15d6), are staggered + for 1 round, and are permanently blinded. + A creature that succeeds at a Will + save reduces the damage by half and negates the blinding and staggering effects.

If + you create a wall of silver so that it appears where creatures are, each creature + takes damage as if passing through the wall. Each such creature can avoid the + wall (ending up on the side of its choice) and thus take no damage by succeeding + at a Reflex + save.

+ 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.

Whereas the shadows that permeate the Material + Plane merely denote the absence of light, the darkness of the Shadow + Plane is in part created by the Negative + Energy Plane. The Shadow + Plane is home to beings and structures twisted by this influence into pale, + quasi-real reflections of true creatures and objects native + to the Material + Plane. Closely tied to the forces that animate undead + and abounding with phantasmal figments, shadow magic is heavily associated with + the schools of illusion + and necromancy. The + following new spells use the energy of the Shadow + Plane to fuel their effects.

+ 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\u2019\ + s area by halving its thickness. The wall cannot be conjured so that it occupies\ + \ the same space as a creature or another object.

Unlike a wall of\ + \ iron, you can create a wall of stone in almost any shape you\ + \ desire. The wall created need not be vertical, nor rest upon any firm foundation;\ + \ however, it must merge with and be solidly supported by existing stone. It can\ + \ be used to bridge a chasm, for instance, or as a ramp. For this use, if the\ + \ span is more than 20 feet, the wall must be arched and buttressed. This requirement\ + \ reduces the spell\u2019s area by half. The wall can be crudely shaped to allow\ + \ crenelations, battlements, and so forth by likewise reducing the area.

Like\ + \ any other stone wall, this one can be destroyed by a disintegrate spell\ + \ or by normal means such as breaking and chipping. Each 5-foot square of the\ + \ wall has hardness 8 and 15 hit points per inch of thickness. A section of wall\ + \ whose hit points drop to 0 is breached. If a creature tries to break through\ + \ the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.

It is possible, but\ + \ difficult, to trap mobile opponents within or under a wall of stone,\ + \ provided the wall is shaped so it can hold the creatures. Creatures can avoid\ + \ entrapment with successful Reflex saves.

" + 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.

Spells or effects with durations expire normally, even while\ + \ thus suppressed. A spell or effect with a duration greater than that of the\ + \ suppression effect resumes functioning normally when the suppression ends. The\ + \ wall affects all magical effects, including spells, spell-like abilities, magical\ + \ items, and any effects stemming from them that pass through the wall. The wall\ + \ does not suppress a creature\u2019s ability to cast spells, use spell-like abilities,\ + \ or any other sort of limited-use abilities even if the wall suppresses a particular\ + \ application of those abilities. However, if a creature with magical abilities\ + \ that are constant or otherwise always active passes through the wall, those\ + \ abilities are suppressed for the normal duration.

The wall blocks line\ + \ of effect, so no spell or effect can pass through the wall, but it does not\ + \ block line of sight. Magic items or spell effects with a higher caster level than yours are unaffected by the wall of suppression.\ + \ The wall does not affect artifacts, anything stemming from the direct action\ + \ of a deity, or similarly powerful sorts of magic.

" + 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\u2019\ + s 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.)

You\ + \ can make the wall as thin as 5 feet thick, which allows you to shape the wall\ + \ as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This\ + \ has no effect on the damage dealt by the thorns, but any creature attempting\ + \ to break through takes that much less time to force its way through the barrier.

Creatures\ + \ can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check\ + \ exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal\ + \ land speed). Of course, moving or attempting to move through the thorns incurs\ + \ damage as described above. A creature trapped in the thorns can choose to remain\ + \ motionless in order to avoid taking any more damage.

Any creature within\ + \ the area of the spell when it is cast takes damage as if it had moved into the\ + \ wall and is caught inside. In order to escape, it must attempt to push its way\ + \ free, or it can wait until the spell ends. Creatures with the ability to pass\ + \ through overgrown areas unhindered can pass through a wall of thorns\ + \ at normal speed without taking damage.

A wall of thorns can be\ + \ breached by slow work with edged weapons. Chopping away at the wall creates\ + \ a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot\ + \ harm the barrier, but magical fire burns it away in 10 minutes.

" + 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.

A given creature can only be affected by the wandering star motes + once; once a target has successfully saved against the spell, it cannot be affected + again. If there are no new targets within 30 feet of a target that has successfully + made its save, the spell immediately ends. The spell only affects enemy creatures; + your allies are not affected.

+ 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.

The shield grants spell resistance 10 + your + caster level against + spells so long as the shield can be interposed between the wielder and the spell + effect. A spell shield does not provide spell resistance against area effect spells + such as fireball, + but does provide a +5 bonus on Reflex + saving throws against such 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.

\n

Spring: The target is wrapped in light\ + \ vines, culminating in a crown of bright, beautiful flowers. While the spell\ + \ remains in effect, the target is immune to bleed effects and regains 1 hit point per round whenever below 0 hit points,\ + \ as long as the target is still alive. This stabilizes the target. For each hit\ + \ point restored in this way, the spell\u2019s total remaining duration is reduced\ + \ by 1 hour.

\n

Summer: The target is surrounded by tiny motes of\ + \ light. While the spell remains in effect, the target\u2019s base speed increases\ + \ 10 feet. The target may instead increase its base speed by 30 feet for 1 round\ + \ by reducing the spell\u2019s total remaining duration by 1 hour.

\n

Fall:\ + \ A cloak of autumn leaves appears on the target. While the spell remains in effect,\ + \ the target gains a +2 morale bonus on Fortitude saves. The target can decide to roll twice on any saving throw\ + \ against disease or poison and take the higher result by reducing the spell\u2019s total remaining\ + \ duration by 1 hour.

\n

Winter: A flutter of snow and crisp air surrounds\ + \ the target. While this spell remains in effect, the target automatically succeeds\ + \ at Acrobatics skill\ + \ checks made to avoid falling while moving across slick or narrow surfaces. The\ + \ target can move freely through difficult terrain for 1 round by reducing the\ + \ spell\u2019s remaining duration by 1 hour. Difficult terrain created by magic\ + \ affects the target normally.

\n
" + 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.

If you do not worship a specific deity, the + bonuses apply to those who share your faith. If you do not have a specific faith + or religion, the spell provides benefits only to yourself. Enemies gain the benefits + of this spell if they worship the same god or share the same faith as you, even + if you view them as heretical.

+ 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.

You can warp one Small or smaller object or its equivalent\ + \ per caster level.\ + \ A Medium object counts as two Small objects, a Large object as four, a Huge\ + \ object as eight, a Gargantuan object as 16, and a Colossal object as 32.

Alternatively,\ + \ you can unwarp metal (effectively warping it back to normal) with this spell.\ + \ Make whole, on the other hand, does nothing to repair\ + \ a warped item.

You can combine multiple consecutive castings of warp metal\ + \ to warp (or unwarp) an object that is too large for you to warp with a single\ + \ casting. Until the object is completely warped, it suffers no ill effects.

" + 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.

You + may warp one Small or smaller object or its equivalent per caster level. A Medium + object counts as two Small objects, a Large object as four, a Huge object as eight, + a Gargantuan object as 16, and a Colossal object as 32.

Alternatively, you + can unwarp wood (effectively warping it back to normal) with this spell. Make whole, + on the other hand, does no good in repairing a warped item.

You can combine + multiple consecutive warp wood spells to warp (or unwarp) an object that + is too large for you to warp with a single spell. Until the object is completely + warped, it suffers no ill effects.

+ 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.

This + allows the animal + companion or familiar + to function as if it were an insect summoned by the greater insect spy spell. + The animal + companion or familiar + does not change + shape, nor does it lose the ability to make its own decisions, but it receives + orders and gives answers as per insects summoned by that spell, and you can sense + its direction and distance and receive sensory input from it as with that spell.

+ 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.

Any creature + striking you with its body or a hand-held weapon deals normal damage, but at the + same time the attacker takes 1d6 points of acid damage + 1 point per 2 caster + levels (maximum +10). If the attacker has spell resistance, it applies to this + effect. Creatures wielding weapons with exceptional reach are not subject to this + damage if they attack you.

+ 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.

If the spell is cast underwater\ + \ (or while the subjects are partially or wholly submerged in whatever liquid\ + \ they are in), the subjects are borne toward the surface at 60 feet per round\ + \ until they can stand on it.

" + 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).

In addition, any creature\ + \ that is anointed with or drinks this fluid must attempt a Fortitude save (drinking the water of maddening is particularly\ + \ effective\u2014a creature that drinks the liquid takes a \u20134 penalty on\ + \ its save to resist its effects). Success causes the creature to become violently\ + \ ill, vomit up the fluid, and become sickened for 1d4 rounds. Failure indicates the water takes root and wreaks\ + \ havoc on the victim\u2019s mind (dealing 1d6 points of Intelligence damage) and twists and deforms its body (dealing 1d6 points\ + \ of Dexterity damage). The subject\u2019s Dexterity and Intelligence cannot drop below 1 as a result of this effect. Casting this\ + \ spell creates approximately 2 ounces\u2014enough for one dose or, if bottled,\ + \ one use as a thrown weapon.

The fluid can be created and stored indefinitely,\ + \ though it cannot be created inside a creature. Extensive exposure to the water\ + \ of maddening (such as drinking nothing else for months at a time) can have\ + \ other long-term effects on the target, including the development of monstrous\ + \ deformities or even total transformation into a beast, depending on the GM\u2019\ + s discretion (these mutations are rarely, if ever, beneficial to the victim).

" + 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.

If this spell\ + \ is cast on a creature, all of that creature\u2019s equipment is rendered waterproof\ + \ as long as it is carried by the target creature. If the creature drops or discards\ + \ an item, the item is no longer protected by this spell, even if the targeted\ + \ creature picks it up later.

Mundane combustibles under the effects of\ + \ this spell still need exposure to air in order to ignite.

" + 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\u2019t 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.

The area covered by the\ + \ cone remains slick for 1 round, requiring a successful DC 10 Acrobatics check from any creature attempting to move within it (as if moving\ + \ on uneven ground).

Any creature that falls prone due to failing the check must succeed at a Fortitude save or become sickened until it stands back up.

" + 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\u2019\ + s 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\u2019\ + s 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\u2019\ + s 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.

This is a mind-affecting\ + \ fear effect. A ranged weapon affected by this spell applies these effects to\ + \ its ammunition.

You can\u2019t cast this spell on a natural weapon, but\ + \ you can cast it on an unarmed strike.

" + 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\u2019s 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.

At the end of the spell\u2019\ + s duration, the encased wand is ejected from the weapon. If you have a free hand,\ + \ you may catch the weapon as a free action; otherwise, the wand drops to the ground. If the weapon housing\ + \ the wand is broken or destroyed during the duration of weaponwand, the encased wand is\ + \ similarly broken or destroyed.

" + 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\u2019\ + t cause you to become grappled.

Anyone in the effect\u2019s area when the\ + \ spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is\ + \ otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check\ + \ or Escape Artist\ + \ check as a standard action against the DC of this spell. The entire area of\ + \ the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver\ + \ check or Escape Artist check as part of their move action, with a DC equal to\ + \ the spell\u2019s DC. Creatures that fail lose their movement and become grappled\ + \ in the first square of webbing that they enter.

If you have at least 5\ + \ feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total\ + \ cover.

The strands of a web spell are flammable. A flaming weapon\ + \ can slash them away as easily as a hand brushes away cobwebs. Any fire can set\ + \ the webs alight and burn away one 5-foot square in 1 round. All creatures within\ + \ flaming webs take 2d4 points of fire damage from the flames.

Web\ + \ can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows\ + \ in 10 minutes.

" + 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\u2019\ + s 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.

Figure out the cloud\u2019s new\ + \ spread each round based on its new point of origin, which is 10 feet farther\ + \ away from the point of origin where the caster cast the spell. Creatures trapped\ + \ in the webbing remain trapped even after the cloud passes, but the area the\ + \ cloud leaves behind does not count as difficult terrain.

Because the webbing\ + \ is heavier than air, it sinks to the lowest level of the land, even pouring\ + \ down den or sinkhole openings. The cloud of webbing cannot penetrate liquids,\ + \ nor can it be cast underwater. The cloud otherwise acts like a web spell. A creature\ + \ in the cloud at the start of its turn must save against the cloud or be affected.\ + \ The webbing of this spell is flammable (see the web spell), but has fire resistance 5.

" + 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.

Only Fine creatures with negligible Strength + can be caught in the webbing (including swarms); + all other creatures can pull themselves free without making a Strength + check or taking an action. The webbing is sticky enough to hold twigs, leaves, + dirt, and other light items, allowing you to conceal the shelter. The shelter + is watertight and insulated when the door is closed. Its surface has a hardness + of 0 and 2 hit + points for every 5-foot square of web surface area. It takes normal damage + from fire and burns as easily as wood. When the spell ends, the webbing decays + rapidly and disappears.

+ 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.

If a subject\u2019s Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for\ + \ 1 round. The subject also takes 1d4 points of Strength damage.

" + 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\u2019s 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.

Lesser Seeded Infestation\u2014save\ + \ Fortitude\ + \ DC = spell\u2019s save DC; onset immediate; frequency 1/day; effect\ + \ 1d4 Constitution drain; cure none. This infestation can be cured by magic alone.\ + \ A creature whose Constitution is reduced to 0 by this infestation dies and rises from death\ + \ in 1d4 rounds as a seeded creature. This is an infestation effect.

" + 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.

The whip is immune to all weapon damage, is never staggered or reduced to a dying state by damage, and is immune to any spell or effect that targets\ + \ a specific number of creatures (including single-target spells such as disintegrate).\ + \ The whip takes half again as much damage from spells or effects that affect an\ + \ area, but since it is considered part of your gear, it takes damage only if\ + \ you fail a saving throw on a 1 or if it is specifically targeted by an opponent.\ + \ The whip does not have a swarm\u2019s susceptibility to high winds.

As a standard action, you can transform the whip into a spider swarm (all squares of the swarm must be within 15 feet of you); thereafter it functions as summon\ + \ swarm. The spider swarm has 3 hit points and persists in that form for 2 rounds or until the end of this\ + \ spell\u2019s duration, whichever comes first.

" + 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.)

Any Large or smaller\ + \ creature that comes in contact with the spell effect must succeed on a Reflex save or\ + \ take 3d6 points of damage. A Medium or smaller creature that fails its first\ + \ save must succeed on a second one or be picked up bodily by the cyclone and\ + \ held suspended in its powerful winds, taking 1d8 points of damage each round\ + \ on your turn with no save allowed. You may direct the cyclone to eject any carried\ + \ creatures whenever you wish, depositing the hapless souls wherever the cyclone\ + \ happens to be when they are released.

" + 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.

You + can prepare the spell to bear a message of no more than 25 words, cause the spell + to deliver other sounds for 1 round, or merely have the whispering wind + seem to be a faint stirring of the air. You can likewise cause the whispering + wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

When + the spell reaches its objective, it swirls and remains in place until the message + is delivered. As with magic + mouth, whispering wind cannot speak verbal components, use command words, + or activate magical effects.

+ 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.

A wicker horse + has the statistics of a light + horse or a pony, + except it gains construct + traits and counts as both an animal + and a construct + for the purposes of spells and effects. It gains a number of extra hit + points equal to your caster + level. It has no skills or feats except as noted below.

A horse made + of reeds gains a number of Swim + ranks equal to your caster + level. A horse made of grasses gains the Run + feat and a number of Acrobatics + ranks equal to your caster + level. A horse made of creepers gains a number of ranks in Climb + and Stealth equal to your + caster level. A + horse made of tree branches is continually affected by barkskin, + as cast by a magic-user with a caster + level equal to yours.

The wicker horse does not follow any commands + given with the Handle + Animal skill, and only you can ride it. You can cast this spell only in an + environment where suitable plant material is available. When the spell ends or + the horse loses all its hit + points, the horse falls apart.

+ 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\u2019re 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.

You become aware of\ + \ sounds and smells you would normally overlook, and even retain the ability to\ + \ detect threats when soundly asleep. For the duration of the spell, you gain\ + \ a +5 bonus on Perception\ + \ checks to act in a surprise round. Additionally, you don\u2019t take a penalty on Perception checks while sleeping,\ + \ and can choose to wake if you notice a threat while asleep.

" + 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.

Tree:\ + \ A tree makes a melee attack with a 10-foot reach from its trunk. A hit deals\ + \ an amount of damage equal to 1d8 points + your Wisdom modifier. The tree can instead attempt a bull rush, drag, or reposition combat maneuver with the same reach, but the tree cannot move itself.

Undergrowth or Hedgerow: Acting as a Medium\ + \ creature, one square of undergrowth or hedgerow attempts a grapple combat maneuver against an opponent within or adjacent to that square. Heavy\ + \ undergrowth gains a +2 bonus to its CMD. Undergrowth cannot move the grapple or pin a foe, but it can deal an amount of damage equal to 1d4 points + your\ + \ Wisdom modifier by making a successful grapple check against a foe it is grappling. The undergrowth\u2019s CMD is 5 + its CMB. If you fail to direct the undergrowth to maintain the grapple, it releases its opponent.

" + 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.

Normally,\ + \ a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired\ + \ by the subject, a magical wind wafts a wind walker along at up to 600 feet per\ + \ round (60 mph) with poor maneuverability. Wind walkers are not invisible but\ + \ rather appear misty and translucent. If fully clothed in white, they are 80%\ + \ likely to be mistaken for clouds, fog, vapors, or the like.

A wind walker\ + \ can regain its physical form as desired and later resume the cloud form. Each\ + \ change to and from vaporous form takes 5 rounds, which counts toward the duration\ + \ of the spell (as does any time spent in physical form). As noted above, you\ + \ can dismiss the spell, and you can even dismiss it for individual wind walkers\ + \ and not others.

For the last minute of the spell\u2019s duration, a wind\ + \ walker in cloud form automatically descends 60 feet per round (for a total of\ + \ 600 feet), though it may descend faster if it wishes. This descent serves as\ + \ a warning that the spell is about to end.

" + 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).

While the wall must be vertical, you can shape it in any continuous + path along the ground that you like. It is possible to create cylindrical or square + wind walls to enclose specific points.

+ 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.

Ranged weapons (including + giant-thrown boulders, siege weapon projectiles, and other massive ranged weapons) + passing through the winds are deflected by the winds and automatically miss you. + Gases and most gaseous breath weapons cannot pass though the winds.

In addition, + when a creature hits you with a melee attack, you can shape your winds so they + lash out at that creature as an immediate action. The creature must make a Fortitude + Saving Throw or take 5d8 points of bludgeoning damage and be knocked prone + (if on the ground). On a failed save, Huge flying creatures are checked and Large-sized + or smaller flying creatures are blown away instead of knocked prone.

On + a successful save, the damage is halved and the creature is not knocked prone + (or checked or blown away).

+ 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.

You + gain DR + 10/magic against this attack and are immune to any poison, + sneak + attacks, or critical + hit effect from that attack.

You cannot use windy escape against an + attack + of opportunity you provoked by casting a spell, using a spell-like + ability, or using any other magical ability that provokes an attack + of opportunity when used.

+ 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.

Each berry functions as if affected by goodberry. You + can choose for one affected berry to also be poisonous (as striped toadstool); + only you and druids + of 5th level or higher can tell which is which without magic.

+ 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.

You can use these thorns like armor spikes. In addition, + you can make two wing attacks as primary natural + weapons. If you are Small, the wings deal 1d3 points of bludgeoning and piercing + damage plus your Strength + modifier (unless you also attack with a weapon, in which case they are treated + as a secondary natural + weapon). A creature damaged by your wing thorns experiences intense itching, + gaining the sickened + condition while the spell lasts unless it succeeds at a Fortitude + saving throw.

+ 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\u2019s 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).

When you cast this spell, you\ + \ may have the target\u2019s feathers turn white for the duration, granting it\ + \ a +4 circumstance bonus on Stealth checks to hide in ice and snow.

" + 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.

    \n
  • Duplicate any sorcerer/wizard spell of 8th level or lower, provided the spell does not\ + \ belong to one of your opposition schools.
  • \n
  • Duplicate any non-sorcerer/wizard spell of 7th level or lower, provided the spell does not\ + \ belong to one of your opposition schools.
  • \n
  • Duplicate any sorcerer/wizard spell of 7th level or lower, even if it belongs to one of\ + \ your opposition schools.
  • \n
  • Duplicate any non-sorcerer/wizard spell of 6th level or lower, even if it belongs to one of\ + \ your opposition schools.
  • \n
  • Undo the harmful effects of many other spells,\ + \ such as geas/quest or insanity.
  • \n
  • Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession\ + \ can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three wishes\ + \ for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so\ + \ they cannot be dispelled. Note: An inherent bonus may not exceed +5 for\ + \ a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
  • \n
  • Remove\ + \ injuries and afflictions. A single wish can aid one creature per caster level,\ + \ and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions\ + \ have taken, or remove all poison effects from everyone in the party, but not\ + \ do both with the same wish.
  • \n
  • Revive the dead. A wish\ + \ can bring a dead creature back to life by duplicating a resurrection spell.\ + \ A wish can revive a dead creature whose body has been destroyed, but\ + \ the task takes two wishes: one to recreate the body and another to infuse\ + \ the body with life again. A wish cannot prevent a character who was brought\ + \ back to life from gaining a permanent negative level.
  • \n
  • Transport travelers.\ + \ A wish can lift one creature per caster level from anywhere on any plane\ + \ and place those creatures anywhere else on any plane regardless of local conditions.\ + \ An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
  • \n\ +
  • Undo misfortune. A wish can undo a single recent event. The wish\ + \ forces a reroll of any roll made within the last round (including your last\ + \ turn). Reality reshapes itself to accommodate the new result. For example, a\ + \ wish could undo an opponent\u2019s successful save, a foe\u2019s successful\ + \ critical hit (either the attack roll or the critical roll), a friend\u2019s\ + \ failed save, and so on. The re-roll, however, may be as bad as or worse than\ + \ the original roll. An unwilling target gets a Will save to negate the effect, and Spell Resistance (if any) applies.
  • \n\ +

You may try to use a wish to produce greater effects than these,\ + \ but doing so is dangerous. (The wish may pervert your intent into a literal\ + \ but undesirable fulfillment or only a partial fulfillment, at the GM\u2019s\ + \ discretion.)

Duplicated spells allow saves and Spell Resistance as normal\ + \ (but save DCs are for 9th-level spells).

When a wish duplicates\ + \ a spell with a material component that costs more than 10,000 gp, you must provide\ + \ that component (in addition to the 25,000 gp diamond component for this spell).

" + 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.

This extraction appears + as a slimy mass of flesh. The target creature is cured as if affected by remove disease, + remove + curse, or neutralize + poison.

In addition, this slimy mass allows you to deliver the affliction + to another as a touch + attack, as if holding the charge for a touch + spell. It has the same effect as the original affliction, with the same saving + throw and DC.

+ 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\u2019\ + s 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.

This spell\u2019s effects stack, until all\ + \ a target\u2019s arms and legs (or equivalent limbs) are withered.

Arm: The target looses the use of one arm, which might\ + \ affect what weapons and shields it can use. The creature must immediately drop\ + \ all objects held in the withered limb, though it can shift a two-handed weapon\ + \ it is holding in both hands to a remaining arm as an immediate action. Worn objects\u2014 gauntlets, rings, and magic items in\ + \ the wrist slot\u2014remain. This prevents the creature from using two-weapon\ + \ fighting, claw attacks from that arm, and so on. If multiple castings of this\ + \ spell wither all of a creature\u2019s arms, it can\u2019t manipulate objects\ + \ or cast spells requiring somatic components.

Leg: The creature\u2019\ + s movement speeds are halved, except for flying or other speeds that don\u2019\ + t involve its legs. If multiple castings of this spell wither all of a creature\u2019\ + s legs, it can only crawl at a speed of 5 feet each round.

Wing: The creature loses access to any fly speed that depends on its wings\ + \ if even a single wing is withered.

" + 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.

You\ + \ select how much older (for example, \u201C10 years older\u201D or \u201Cas an\ + \ adult\u201D). You can\u2019t otherwise change the target\u2019s appearance other\ + \ than those details directly associated with aging (for example, a target\u2019\ + s hair might turn gray or the target might develop liver spots). This spell allows\ + \ children of creatures that are Medium or smaller when fully grown to grow one\ + \ size category to the normal, adult size of that type of creature, but otherwise\ + \ the selected age increase doesn\u2019t alter the creature\u2019s size. A change\ + \ in size doesn\u2019t alter the target\u2019s ability scores.

This spell\ + \ doesn\u2019t affect or cause any age-based modifications to ability scores or\ + \ other age-related effects like dragon age categories or natural metamorphoses.

Wizened appearance\ + \ and youthful appearance counter and dispel each\ + \ other.

" + 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.

The\ + \ subject must speak the command word within 1 round of knowing it to summon you,\ + \ although the subject isn\u2019t obligated to speak it. You can be transported\ + \ any distance within a plane but cannot travel between planes. 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.

" + 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: ' + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
HDEffect
Equal to caster levelDeafened
Up to caster level -1Stunned, + deafened
Up to caster level -5Confused, + stunned, + deafened
Up to caster level -10Killed, + Confused, + stunned, + deafened

Any non-chaotic creature within the area of a word of chaos + spell suffers the following ill effects, depending on their HD.

The effects + are cumulative and concurrent. A successful Will + save reduces or eliminates these effects. Creatures affected by multiple effects + make only one save and apply the result to all the effects.

+ +

Deafened: The creature is deafened + for 1d4 rounds. Save negates.

+ +

Stunned: The creature is stunned + for 1 round. Save negates.

+ +

Confused: The creature is confused + for 1d10 minutes. This is a mind-affecting enchantment effect. Save reduces the + confused effect to 1 round.

+ +

Killed: Living creatures die. Undead + creatures are destroyed. Save negates. If the save is successful, the creature + instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

+ +

Furthermore, if you are on your home plane when you cast this spell, + non-chaotic extraplanar creatures within the area are instantly banished back + to their home planes. Creatures so banished cannot return for at least 24 hours. + This effect takes place regardless of whether the creatures hear the word of + chaos or not. The banishment effect allows a Will + save (at a -4 penalty) to negate.

Creatures whose HD exceed your caster + level are unaffected by word of chaos.

' + 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\u2019\ + t 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.

An unwilling creature can\u2019t be teleported by word of\ + \ recall. Likewise, a creature\u2019s Will save (or Spell Resistance) prevents items in its possession from being\ + \ teleported. Unattended, non-magical objects receive no saving throw.

" + 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\u2019s 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.

When you first create the wave,\ + \ you must choose its path by facing the direction you wish it to travel. Once\ + \ you make this decision, you cannot change it. The wave, in either version, moves\ + \ at eight times your base land speed. Any object, creature, or phenomena strongly\ + \ connected to, or a part of, the natural world simply rises up and down with\ + \ the wave as it passes, taking no damage or injury. However, anything else coming\ + \ into contact with the wave takes either 6d6 points of bludgeoning damage (if\ + \ the tsunami) or 1d6 points of bludgeoning damage (if the swell).

The wave\ + \ damages any manufactured object or structure. On the Material Plane, it also\ + \ damages any creature of the aberration, construct, outsider, or undead type,\ + \ or with the extraplanar subtype. Creatures with the construct or undead type\ + \ take double damage from the wave. Other creatures, or creatures with even one\ + \ druid class\ + \ level (regardless of their type), are considered a part of the natural world\ + \ and are unaffected by the wave. Note that on other planes of existence, what\ + \ is considered to be a part of the natural world may vary at the GM\u2019s discretion.

The\ + \ wave can travel up or down the sides of natural features so long as it does\ + \ not exceed a 45-degree angle. You cannot alter the dimensions of the wave as\ + \ it travels. If the wave encounters terrain that it cannot incorporate into itself,\ + \ the wave simply flows over or around the obstacle (creatures riding the wave\ + \ are harmlessly displaced to the side to avoid the obstacle) unless the terrain\ + \ occupies one-half or more of the area of the wave\u2019s crest. In such cases\ + \ the spell ends in 1d6 rounds as the wave falters and collapses, unless its duration\ + \ would normally cause it to expire prior to that.

The momentum of the wave\ + \ carries you forward through this new terrain without any injury until it collapses,\ + \ at which point you suffer the normal effects of the terrain in which you are\ + \ deposited. Terrain the wave cannot incorporate includes anything primarily made\ + \ from fire (such as lava), air (such as an open cliff face), or something man-made\ + \ (such as a city).

You can only create the wave if standing on the ground.\ + \ You cannot create it when underground or on terrain that it cannot incorporate.

" + 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.

Make a ranged touch + attack against the target. A creature hit by this spell is wracked by painful + spasms as its muscles and sinews wither and twist. The subject takes 1d4 points + of Dexterity + and Strength + damage per 3 caster levels you possess (maximum 5d4 each). This spell cannot + reduce an ability score below 1. A successful Fortitude + save halves the damage.

+ 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.

If a warpriest + casts this spell on his sacred weapon, the duration doubles. Warpriests + with unarmed + strike as a sacred weapon can cast this spell on their unarmed + strike.

' + 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.

There is a 1% chance when a creature fails its saving\ + \ throw against this spell that Hastur takes note and, for reasons of his own,\ + \ decides to control the target personally. In this case, the actions taken by\ + \ the dominated creature are left to the GM to determine, but the effects of this\ + \ spell\u2019s Yellow Sign persist for 1 day per level and the commands issued\ + \ cannot be countermanded by any other creature, even if they are Hastur worshipers.

Regardless\ + \ of how long the effects last or whether Hastur directly controls a victim, if\ + \ a creature failed to resist this spell\u2019s effects, Hastur can target that\ + \ victim for the rest of its life with his fulvous dreams ability. Whether or\ + \ not the Great Old One ever chooses to do so is left to the GM to determine.

Yellow\ + \ Sign can be made permanent with a permanency spell by a caster of 18th level or higher for the cost of 40,000\ + \ gp.

" + 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 \u201C\ + as a young adult\u201D). You cannot otherwise change details of the target\u2019\ + s 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.

Whenever a creature\ + \ casts a spell with the fire descriptor or activates a magical fire effect (as\ + \ from a magic item or a special attack) while that creature is located in a zone\ + \ of foul flames, that creature takes full fire damage from the effect. If\ + \ the effect allows a saving throw to reduce the damage, the victim may attempt\ + \ the same saving throw to reduce the damage. All creatures in a zone of foul\ + \ flames gain a +4 circumstance bonus on all saving throws against fire effects, except for\ + \ those made by a creature attempting to save against fire damage from his own\ + \ magic. Nonmagical fire in a zone of foul flames burns half as brightly\ + \ but is otherwise not affected.

" + 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\u2019\ + t 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 diff --git a/scrapping/one_page_scrap.py b/scrapping/one_page_scrap.py index 86951f7..c8049e5 100644 --- a/scrapping/one_page_scrap.py +++ b/scrapping/one_page_scrap.py @@ -11,17 +11,21 @@ from lxml import html # URL = "https://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-evil/" # URL = "https://www.d20pfsrd.com/magic/all-spells/p/prophetic-lore/" -URL = "https://www.d20pfsrd.com/magic/all-spells/t/time-stop/" +URL = "https://www.d20pfsrd.com/magic/all-spells/d/death-from-below/" responseDetails = requests.get(URL) spellSoup = BeautifulSoup(responseDetails.content, 'lxml') spellContent = spellSoup.find(id='article-content') description = spellContent.find('p', string='DESCRIPTION') +if description is None: + description = spellContent.find_next_sibling() -next_elem = description.find_next_sibling() -html = '' +next_elem = description.find_next('p') +html= '' while next_elem and not (next_elem.name == 'div' and 'section15' in next_elem.get('class', [])): + print("ne;", next_elem ) + print() html += str(next_elem) next_elem = next_elem.find_next_sibling() diff --git a/scrapping/scrap-spells.py b/scrapping/scrap-spells.py index 528fc8f..5091da4 100644 --- a/scrapping/scrap-spells.py +++ b/scrapping/scrap-spells.py @@ -44,8 +44,7 @@ def getStringSiblings(array, content, stop): return ' '.join(array) spellz = {} -# pbar = tqdm(total=2650, desc="[Processing]", unit=" spell") -cpt = 0 +pbar = tqdm(total=2650, desc="[Processing]", unit=" spell") for li in lis: # now we loop over all spells, get the page link and scrap all attributes url = li.a['href'] @@ -137,8 +136,11 @@ for li in lis: # now we loop over all spells, get the page link and scrap all at # get description description = spellContent.find('p', string='DESCRIPTION') - if(description): + if description is None: + description = spellContent.find_next_sibling() + else: next_elem = description.find_next_sibling() + html = '' while next_elem and not (next_elem.name == 'div' and 'section15' in next_elem.get('class', [])): html += str(next_elem) @@ -179,7 +181,7 @@ for li in lis: # now we loop over all spells, get the page link and scrap all at with open('outputs/spells.yaml', 'w') as f: yaml.dump(spellz, f) -# pbar.close() +pbar.close()

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zynhMvO;*1dj0}@4HO|nyqwY|}%T?Tm8xiOL=UnQ`n9cCRTE+%!P+M)v&Qb2$Zd5F< zH7v*In8Yrxs#4KJ4LTH-&|3@d99UB|3g!^;;yh)p7>T%M$*d3wcFfqi0h z&MYVPZh7-&@7|%E_YQPU-g=}YH*`9meUFU@V{f1AhN52m^UPe(A-VR2H$1nZk)j}A z-keV|Lc|V9!ZVel;1CU7ss57cb*`vSQu#XAp+*5y7kE`6g@5`7{|=!NH;DisxARXV z0(i#;uYX8P1G~#785Yf%C@jJP#+5cW5oUu{rj(V6h+^6y)~W=O6iYB>5uP0DQDaal z+DN&KXrIuYse^54XhrXXfm{z(c_b~?aCza1#nx8FeYTRWX-M;piqn$Dtv#`fU}Itt z%8yZpZi~B6`KsK?5Hl98;GdIG7PXB)LgWP_8dBajq;W`M{bXYxy`d_0-ur(6k!>@( diff --git a/outputs/spells.yaml b/outputs/spells.yaml index e69de29..c5f076f 100644 --- a/outputs/spells.yaml +++ b/outputs/spells.yaml @@ -0,0 +1,74215 @@ +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.

Abeyance does not allow + a creature to divest itself of cursed objects, though it can suppress a curse + contracted from an object.

+ 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.

This spell automatically discharges as soon as you make + an attack, cast a harmful spell against another creature, or move more than 5 + feet with a single move + action. If the action that discharges the spell also provokes attacks + of opportunity, that action still provokes attacks + of opportunity as normal.

+ 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.

The sphere is 1 inch thick per caster level, has hardness 5, and 3 hit points per inch of thickness. When an ablative sphere loses hit points,\ + \ the level of cover it provides is reduced. When the ablative sphere has lost one-third\ + \ of its hit points, it provides cover instead of improved cover. Once it has lost two-thirds of its hit points, it provides only partial cover. Finally, when the ablative sphere\u2019s hit points reach 0, the globe is destroyed. When an attack reduces an ablative\ + \ sphere\u2019s hit points to 0, you take any remaining damage.

Improved Cover

In\ + \ some cases, such as attacking a target hiding behind an arrowslit, cover may\ + \ provide a greater bonus to AC and Reflex saves. In such situations, the normal cover bonuses to AC and Reflex saves can\ + \ be doubled (to +8 and +4, respectively). A creature with this improved cover\ + \ effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus\ + \ on Stealth checks.

" + 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.

Divide the duration evenly among all the creatures + you touch. This spell has no effect on creatures that can already breathe water.

+ 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.

Absolution\ + \ ends all charm\ + \ or compulsion\ + \ effects affecting the target (including harmless compulsions, such as heroism)\ + \ as per break enchantment. If the target was forced to perform any actions contrary\ + \ to his alignment, monk vows, paladin oath, or similar code of conduct by that charm or compulsion effect, that action doesn\u2019t cause him to lose access to class\ + \ abilities, including divine spellcasting.

Unlike an atonement\ + \ spell, absolution can\u2019t reverse alignment change or the effects of willing transgressions, induce a creature\ + \ to change its alignment, or restore class abilities lost because of misdeeds performed\ + \ in the past. Absolution automatically works if the caster and the target\ + \ share the same alignment or the same patron deity. If they don\u2019t, but their alignments\ + \ are within one step of each other, absolution has a 5% chance of success\ + \ per caster level.\ + \ If neither of these is true, the spell automatically fails.

If using the honor\ + \ subsystem, casting absolution also eliminates the honor loss for\ + \ events and actions committed by the target while he was affected by a charm or compulsion effect\ + \ that the spell ended.

" + 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.

If you succeed at the caster level check, the rune is removed from the surface it was originally\ + \ placed upon and duplicated on the cloth of a silk glove worn on your hand. The\ + \ rune remains located on the glove\u2019s palm in an inert state for up to 1\ + \ minute per caster\ + \ level. As a standard action taken at any time during that duration, you can transfer\ + \ the rune to another surface similar to the one it was originally placed upon,\ + \ at which point the rune\u2019s function either returns to normal or dissipates\ + \ harmlessly as if successfully dispelled (your choice). If the spell\u2019s duration\ + \ expires before you place the rune on a new surface, the absorbed rune dissipates\ + \ harmlessly.

Absorb rune I affects only runes whose effects are\ + \ equivalent to a spell of 3rd level or lower. An attempt to use absorb rune I\ + \ on a more powerful effect automatically triggers the rune when you touch it.

Absorb Rune II

School abjuration; Level bard 6, cleric 6, magus 6, occultist 6, sorcerer/wizard 6

DESCRIPTION

This spell functions\ + \ like absorb rune I, but it can affect runes equivalent to a spell of\ + \ 5th level or lower.

Absorb Rune III

School\ + \ abjuration; Level\ + \ cleric 9, sorcerer/wizard 9

DESCRIPTION

This spell functions\ + \ like absorb rune I, but it can affect runes equivalent to a spell of\ + \ 8th level or lower.

" + 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.

While under the effect of this spell, you are immune to diseases\ + \ and poisons with which you come into contact. When you are exposed to a disease\ + \ or poison, you can choose to absorb it. Doing so ends the immunity due to this spell to any disease and poison other than the one you absorbed. You remain immune to the new affliction\ + \ until this spell ends. Casting absorb toxicity on yourself a second time\ + \ does not allow you to absorb a second toxin, but instead resets the duration\ + \ of the effect to its full 10 minutes/level.

While you have a disease\ + \ or poison absorbed, you can use a melee touch attack to transfer that affliction to another creature. A missed attack\ + \ does not discharge the spell, and you can try to transfer the affliction again\ + \ in subsequent rounds. If you hit, this spell is discharged, and your target\ + \ must make a saving throw against the transferred affliction (DC equal to this\ + \ spell\u2019s save DC or the affliction\u2019s save DC, whichever is higher)\ + \ or suffer its effect or initial effect immediately. The target then continues\ + \ to suffer from the affliction\u2019s normal effects.

If the spell\u2019\ + s duration expires before you have transferred the affliction, you are exposed\ + \ to any absorbed poison or disease as if you had transferred it to yourself, but you gain a +2 bonus\ + \ on saves against that particular instance of the poison or disease.

" + 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\u2019s 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.

Creatures and objects in the warded area gain\ + \ damage reduction 20/magic against ranged weapons. Once the spell has prevented\ + \ a total of 20 points of damage per caster level (maximum 200 points) to creatures and objects in the area, it\ + \ is discharged.

" + 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.

While\ + \ inhaled, the cloud does not harm you. You may keep the cloud harmlessly contained\ + \ within you for up to 1 round per level, but you must hold your breath to do\ + \ so (even if you do not normally have to breathe). If the cloud has a duration,\ + \ the time the cloud is contained within you counts toward that duration. As a\ + \ standard action, you may release the stored cloud as a breath weapon, filling a 60-foot cone (or the cloud\u2019s original area,\ + \ if smaller than a 60-foot cone). Any creature in the breath\u2019s area is subject\ + \ to its normal effects, making saving throws and spell resistance checks as appropriate against the cloud\u2019s original\ + \ DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud\ + \ ends this spell. If you do not exhale the cloud before this spell\u2019s duration\ + \ expires, you suffer the cloud\u2019s effects and automatically fail any saving\ + \ throw to resist it.

" + 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.

An absorbed object melds with\ + \ your hand and cannot be targeted, but the object\u2019s weight still counts\ + \ against your carrying capacity. If you dismiss the spell, the item appears in\ + \ the hand that absorbed it, or falls to the ground if that hand is full. Multiple\ + \ castings let you absorb additional items, but you can only store a single item\ + \ per hand.

" + 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.

A\ + \ character attempting to intimidate your targets is instead perceived as having\ + \ exaggerated facial features or babbling and awkward speech. Effects that impose\ + \ fear conditions become objects of ridicule, with the targets making fun of\ + \ the source of the object as it attempts to scare them.

Absurdity protects\ + \ your targets from gaining lesser fear conditions (spooked, shaken, and scared), granting them immunity to spooked and a 50% chance to negate shaken or scared conditions instead of gaining them from any effect, including\ + \ uses of the Intimidate\ + \ skill to demoralize. Any other effect related to a spell or ability that generates\ + \ fear (such as dying from a phantasmal killer) affects them normally, and\ + \ effects that ignore immunity to fear also ignore absurdity.

However, target creatures also have serious\ + \ difficulty noticing potential threats; they take a \u201310 penalty on Sense Motive checks to avoid\ + \ surprise\ + \ or to notice that a creature is actively threatening or malicious and a \u2013\ + 2 penalty on initiative checks. The spell doesn\u2019t prevent spells or effects that\ + \ provide early warning or a form of danger sense (like anticipate peril or find traps) from alerting the affected character\ + \ to danger.

" + 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.

Once per day, it can smite + good (as a swift + action against a good opponent, the vermin adds its Charisma + bonus to its attack + rolls and its HD to its damage rolls until the opponent is dead). + If the targeted vermin + is under your command, it automatically fails its saving throw against this spell. + This spell has no effect on vermin + that already have the fiendish + creature simple template.

+ 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.

The acid\ + \ does not harm the animal companion.

" + 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: "\n\n\n\n\n\n\n\n\n\n1st\n\n\n\n2nd\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\n
\n Table: Items\ + \ Affected by Magical Attacks \n
Order*Item
Shield
Armor
3rdMagic helmet, hat, or headband
4thItem in hand (including\ + \ weapon, wand, or the like)
5thMagic cloak
6thStowed or sheathed weapon
7thMagic bracers
8thMagic clothing
9thMagic jewelry (including rings)
10thAnything else
* In order of most likely to least likely\ + \ to be affected.

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).

Items\ + \ are affected one at a time in the order listed on the table, and must make Fortitude\ + \ saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude Saving Throw each round spent within the acid or be destroyed.\ + \ The walls of the pit are quite slippery and have a Climb DC of 30.

" + 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\u2019\ + s 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\u2019s 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.

The rays hit about as + hard as a punch from a strong adult human, and can knock away unattended objects + weighing up to 10 pounds if that amount of force could normally do so.

+ 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\u20132 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.

The sphere moves as long as you actively direct it (as\ + \ a move action for you); otherwise, it stays at rest and crackles with lightning.\ + \ It can be moved by wind effects and counts as a Small creature for the purpose\ + \ of determining how winds affect it. The sphere has no physical substance and\ + \ cannot exert any force on corporeal creatures or objects. It disperses if it\ + \ exceeds the spell\u2019s range.

\n" + 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.

Divide the duration evenly among all the creatures you touch.\ + \ The spell doesn\u2019t make creatures unable to breathe water.

" + 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 \u2013\ + 4 penalty on Acrobatics,\ + \ Climb, and Ride checks.

If you have 1 rank\ + \ in Fly, your speed is not\ + \ reduced when using this spell, and you can cross over liquid at half speed.\ + \ If you have 5 ranks in Fly,\ + \ you can cross liquid at full speed and do not take the penalties to your skill\ + \ 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.

A strong wind (21+ miles per hour) can push the subject along or\ + \ hold it back. At the end of a creature\u2019s turn each round, the wind blows\ + \ the air walker 5 feet for each 5 miles per hour of wind speed. The creature\ + \ may be subject to additional penalties in exceptionally strong or turbulent\ + \ winds, such as loss of control over movement or physical damage from being buffeted\ + \ about.

Should the spell duration expire while the subject is still aloft,\ + \ the magic fails slowly. The subject floats downward 60 feet per round for 1d6\ + \ rounds. If it reaches the ground in that amount of time, it lands safely. If\ + \ not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet\ + \ of fall. Since dispelling a spell effectively ends it, the subject also descends\ + \ in this way if the air walk spell is dispelled, but not if it is negated by\ + \ an antimagic field.

You can cast air walk on a specially trained mount\ + \ so it can be ridden through the air. You can train a mount to move with the\ + \ aid of air walk (counts as a trick; see Handle Animal skill) with 1 week of work and a DC 25 Handle Animal check.

" + 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.

This spell provides experiential + guidance based on your ability to understand the flashes of insight gleaned from + the Akashic Record, rather than the perfect knowledge available to those who travel + to the extraplanar + repository of knowledge. If you lag, discuss the answers, or go off to do anything + else, the spell ends. Once you have used this spell to gain information on a specific + topic or event, you cannot use it for Knowledge + checks regarding that topic or event again until you have gained a caster + level.

+ 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.

When this happens,\ + \ your corpse disappears, and you can either resume the place of your dead body (already\ + \ wearing any clothing still attached to the corpse) or appear in any place you\u2019\ + ve been within 500 feet of where your corpse lies (but without any of your gear).

You\ + \ still retain your original mind, and therefore don\u2019t regain any spells.\ + \ You are still under any mental influences and energy drain effects you were under when you recalled the record of your\ + \ physical body, but don\u2019t retain any physical effects such as bleed damage\ + \ or poison\ + \ (unless you suffered from these conditions at the time the spell was cast).\ + \ Spells affecting you when you store a record of yourself abide by their normal\ + \ durations. For example, if you were affected by cat\u2019s grace when you created the record and you restore your body 1\ + \ hour later, you won\u2019t be under that effect anymore since its duration has\ + \ already expired. This spell doesn\u2019t allow you to avoid dying of old age.\ + \ Casting this spell again replaces any previous version you cast; you can\u2019\ + t store more than one copy of yourself in the Akashic Record.

" + 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.

You gain a +10-foot enhancement bonus to your speed and a +1 dodge bonus to your AC. These bonuses do not stack with those granted by\ + \ haste or similar effects. While under the effects of alacrity, you can take\ + \ 5-foot steps in difficult terrain.

" + 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.

\n

Mental Alarm: A mental alarm alerts you (and only\ + \ you) so long as you remain within 1 mile of the warded area. You note a single\ + \ mental \u201Cping\u201D that awakens you from normal sleep but does not otherwise\ + \ disturb concentration. A silence spell has no effect on a mental alarm.

\n\ +

Audible Alarm: An audible alarm produces the sound of a hand\ + \ bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce\ + \ the distance by 10 feet for each interposing closed door and by 20 feet for\ + \ each substantial interposing wall.

\n

In quiet conditions, the ringing\ + \ can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures\ + \ within a silence spell cannot hear the ringing.

\n

Ethereal\ + \ or astral creatures do not trigger the alarm.

Alarm can\ + \ be made permanent with a permanency spell.

" + 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.

If + you consume a potion + or elixir on the round following the consumption of this extract, you can spit + it back into its container as a free + action. You gain all the benefits of the potion + or elixir, but it is not consumed. You can only gain the benefits of one potion + or elixir in this way per use of this extract.

+ 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.

You can\u2019t cast this spell on a natural\ + \ weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good,\ + \ or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.

\n" + 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.

Combat Corruption: Each time a creature fails a saving\ + \ throw to prevent its corruption from progressing (as described in that corruption\u2019\ + s Progression section), it advances to the next corruption stage\u2014at stage\ + \ 3, it loses the battle against its corruption. Using this spell can lower the\ + \ target\u2019s corruption stage by 1. This has no effect if the target isn\u2019\ + t at progression stage of 1 or higher.

Remove\ + \ Corruption: You can remove 1 manifestation level from the target creature,\ + \ as well as the most recently acquired manifestation and its corresponding gift\ + \ and stain. Doing this also reduces the power of gifts and stains that vary based\ + \ upon manifestation level. This application of alleviate corruption doesn\u2019\ + t reduce the target\u2019s corruption stage. If the target creature loses all\ + \ manifestation levels, it is cured of the corruption.

Either application\ + \ of the spell requires a caster level check. The DC is equal to 10 + double the target\u2019s manifestation\ + \ level + 3 times the target\u2019s corruption stage (effectively 0, 3, or 6,\ + \ since stage 3 removes the character from player control).

Tampering with\ + \ corruptions is dangerous, as their nature is contagious. If you fail this caster level check\ + \ by 5 or more, you contract the corruption and gain a manifestation (the rules\ + \ for the useful and vile corruption variants still apply). A roll of natural\ + \ 1 on the caster\ + \ level check is an automatic failure. If you already have the same corruption,\ + \ you must instead attempt an immediate saving throw against it. Casting alleviate\ + \ corruption on yourself automatically fails, as does casting it on a target who\ + \ has fully succumbed to a corruption (failed three saving throws against it).

A\ + \ creature can be the beneficiary of this spell only once per week, whether it\ + \ succeeds or not.

" + 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.

One pound of allfood provides enough\ + \ sustenance to support a Medium creature for an entire day.

Objects of\ + \ similar nature in close proximity, such as a pile of rocks, count as a single\ + \ object for the purpose of this spell. You cannot use this spell to transform\ + \ objects with magical or other exceptional qualities. An object\u2019s hardness\ + \ is considered to be 0 for the purposes of eating it, but it retains its normal\ + \ hardness for all other situations, and becomes no more vulnerable to sunder attacks,\ + \ break attempts, or any other action typically directed against objects. Objects\ + \ such as hot coals or a burning torch continue to produce energy even after you\ + \ transform them into allfood and if a creature attempts to eat such an object,\ + \ it takes damage accordingly.

" + 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.

Creatures\ + \ within the area must succeed at a Fortitude save or take a \u20131 penalty on saving throws against your enchantment spells\ + \ or effects for the duration of this spell. This penalty increases to \u2013\ + 2 for any creature that is (or could be) sexually attracted to you.

" + 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.

You can summon only one duplicate before the spell ends. For every 4 caster levels\ + \ you have beyond 3rd, you can summon an additional duplicate before the spell ends, though you cannot have\ + \ more than one duplicate in existence at once.

" + 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.

    \n
  • Alter Current: The river\u2019s current increases\ + \ or decreases in speed by up to 1 mile per hour per 2 caster levels you possess.\ + \ A typical placid river travels at a rate of up to 2 mph (no effect on local\ + \ movement); a swift river travels 2\u20134 mph, moving creatures and objects\ + \ 10 to 40 feet downstream per round; and an area of river rapids travels 7\u2013\ + 10 mph, moving creatures and objects 60 to 90 feet downstream per round. Altering\ + \ the speed of the current alters the difficulty of swimming in the water accordingly.
  • \n\ +
  • Divert River: The river diverts its course in a direction of your choosing.\ + \ The river flows in the general direction indicated, but otherwise conforms to\ + \ the shape of the local terrain. This spell cannot cause a river to flow uphill,\ + \ though the river surges over its natural banks and inundates terrain lower than\ + \ its average depth. Creatures in the path of the redirected river are in danger\ + \ of being swept away; if directed properly, this spell causes a flood. See Aquatic\ + \ Terrain for more details.
  • \n

Alter river can be made permanent with\ + \ a permanency spell.

Clever application of spells such as move earth\ + \ can be combined with this spell to likewise make the river\u2019s new course\ + \ permanent.

" + 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.

Small creature: If the + form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.

Medium creature: If the form you take is that + of a Medium humanoid, you gain a +2 size bonus to your Strength.

' + 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\u2019s 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.

\n\n\nCaster Level\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Wind Force
1st-3rdLight
4th-9thModerate
10th-15thStrong
16th or higherSevere
" + 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.

If the amnesia is cured, the target regains the full + abilities of the class, including those gained from any levels taken while suffering + from this condition. Amnesia + can be removed only by heal, + limited + wish, miracle, + psychic + surgery, or wish.

+ 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\u2019s auras in an instant.

    \n
  • Alignment Aura:\ + \ You study the target\u2019s spiritual nature to determine its alignment. You also learn the type and power of its alignment aura, as detect evil.
  • \n
  • Emotion Aura: The colors playing within the\ + \ target\u2019s aura reveal its emotional state, granting valuable insight into\ + \ its psyche. You learn a general summary of the target\u2019s current disposition,\ + \ as well as its attitude toward any other creatures within 30 feet of it. For\ + \ the duration of the spell and for 1 hour afterward, you gain a +2 circumstance bonus on Bluff,\ + \ Diplomacy, Intimidate, and Sense Motive checks you attempt against the target. Objects do not have emotion\ + \ auras, except intelligent weapons and similar sentient oddities.
  • \n
  • Health\ + \ Aura: The flow of vital force animating the target becomes plainly visible,\ + \ giving you insight into its physical condition. You know whether the target\ + \ is unharmed or wounded, Whether it is poisoned or diseased, and whether it is\ + \ under any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, or unconscious.\_Further, your insight into the overall strength of the target\u2019\ + s vital force reveals the total number of points available in its ki pool, grit pool, or similar resource. Objects and most undead creatures don\u2019t have health auras.
  • \n
  • Magic Aura:\ + \ You determine the number and power of all magical auras on the target (as detect magic to determine a magic aura\u2019s power), as well as the school of each aura. You can attempt\ + \ Knowledge (arcana)\ + \ or Spellcraft skill\ + \ checks to determine the school or identify properties of a magic item, as normal.\ + \ If cast on an item, analyze aura cuts through the obfuscation of the magic aura spell.
  • \n\ +
" + 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.

An attended object may attempt a Will save to resist this + effect if its holder so desires. If the save succeeds, you learn nothing about + the object except what you can discern by looking at it. An object that makes + its save cannot be affected by any other analyze dweomer spells for 24 + hours.

Analyze dweomer does not function when used on an artifact.

+ 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).

You + may use the weapon as if you were proficient in it. The weapon may not be wielded + by anyone else, and if removed from your grasp, it vanishes and the spell ends + immediately.

If you conjure a weapon with the flaming, + frost, + shock, + or thundering + property, this spell has the fire, cold, electricity, or sonic descriptor (respectively).

+ 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.

Success\ + \ indicates that you not only gain the +5 insight bonus on all Intelligence-based skill checks, but that one of your ancestors came across\ + \ a situation or problem similar to one you are currently facing. In this case,\ + \ the GM provides you with some specific information to assist you in overcoming\ + \ your problem.

For example, a character might encounter a clay golem deep underground, and finds that her magic weapon and spells seem\ + \ to be useless against the creature. She successfully casts ancestral memory,\ + \ and \u201Cremembers\u201D the proper type of weapons and spells that work against\ + \ such creatures.

" + 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.

You gain low-light + vision, resistance + to acid 5, resistance + to cold 5, and the benefits of protection + from evil.

+ + ' + 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.

The message\ + \ you send with your animal ambassador can be a verbal message, which the awakened\ + \ target animal can speak using its own voice or deliver using your voice. It can\ + \ engage in conversation using its own intellect, knowledge, and linguistic abilities.\ + \ The animal ambassador is loyal to you, but it is otherwise susceptible to mind-affecting effects like any other creature. You can also send your animal\ + \ ambassador with an object or container that is within its physical ability to\ + \ carry, making it deliver the contents to the target of your intended message.\ + \ If the object it is given to carry is poisonous, trapped, or otherwise inherently\ + \ dangerous (even if it would normally be dangerous only to the creature receiving\ + \ it rather than the animal), or if you or your allies attack the target animal, the animal ambassador spell fails and the animal becomes hostile toward you. The animal ambassador intelligently but\ + \ singlemindedly attempts to deliver the message to its intended target, and you\ + \ can\u2019t task it with other tasks like fighting, scouting, searching for traps,\ + \ and so on. It leaves on its delivery once it receives its message.

Once\ + \ the animal ambassador has located its target and delivered its message (and\ + \ object, if desired), its enhanced mental abilities fade within 2d6 minutes.\ + \ The spell then ends, even if its duration hasn\u2019t elapsed.

" + 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.

    + +
  • Frog: Your legs become elongated and muscular. You gain a +4 competence + bonus on Acrobatics + checks, and you always jump as if you had a running start.
  • + +
  • Gorilla: Your arms become long, flexible, and strong like those of + a great ape. Your unarmed damage die type increases by one step, and you gain + a +4 competence + bonus on combat + maneuver checks when making the grapple + or reposition + combat + maneuver.
  • + +
  • Monkey: Your hands and arms become dexterous like those of a simian. + You gain a +4 competence + bonus on Climb checks, + and you can throw objects as if you had the Throw + Anything feat.
  • + +
  • Otter: Your hands and feet gain webbing, and your lungs gain capacity, + allowing you to move through the water with ease. You gain a Swim + speed equal to half your speed, and all the benefits of having a swim speed. Additionally, + you can hold your breath for 4 rounds per point of Constitution + before being forced to make Constitution + checks to keep holding your breath.
  • + +
  • Raccoon: Your hands become extremely dexterous, and your feet become + padded. You gain a +2 competence + bonus on Disable + Device, Sleight + of Hand, and Stealth + checks.
  • + +
  • Raptor: Your legs become built for running speed, like those of a deinonychus. + You gain a enhancement + bonus of +20 feet to your base speed.
  • + +
  • Tree Lizard: Your hands and feet gain climbing claws and climbing pads. + You gain a climb speed equal to half your normal speed and all the benefits of + having a natural climb speed.
  • + +
' + 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\u2013the spell cannot be used to\ + \ crush a creature by increasing its size.

All equipment worn or carried\ + \ by the animal is similarly enlarged by the spell, though this change has no\ + \ effect on the magical properties of any such equipment.

Any enlarged item\ + \ that leaves the enlarged creature\u2019s possession instantly returns to its\ + \ normal size.

The spell gives no means of command over an enlarged animal.

Multiple\ + \ magical effects that increase size do not stack.

" + 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.

Using some type of food desirable\ + \ to the animal as a lure, you call the animal to you. It advances and awaits\ + \ your bidding. You can mentally impress on the animal a certain place well known\ + \ to you or an obvious landmark. The directions must be simple, because the animal\ + \ depends on your knowledge and can\u2019t find a destination on its own. You\ + \ can attach a small item or note to the messenger. The animal then goes to the\ + \ designated location and waits there until the duration of the spell expires,\ + \ whereupon it resumes its normal activities.

During this period of waiting,\ + \ the messenger allows others to approach it and remove any scroll or token it\ + \ carries. The intended recipient gains no special ability to communicate with\ + \ the animal or read any attached message (if it\u2019s written in a language\ + \ he doesn\u2019t know, for example).

" + 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\u2014\ + fighting, guarding, heavy labor, hunting, performance, or riding. This purpose\ + \ supersedes the animal\u2019s 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.

The undead can be made to follow\ + \ you, or they can be made to remain in an area and attack any creature (or just\ + \ a specific kind of creature) entering the place. They remain animated until\ + \ they are destroyed. A destroyed skeleton or zombie can\u2019t be animated again.

Regardless of the type of undead\ + \ you create with this spell, you can\u2019t create more HD of undead than twice\ + \ your caster level with a single casting of animate dead. The desecrate\ + \ spell doubles this limit.

The undead you create remain under your control\ + \ indefinitely. No matter how many times you use this spell, however, you can\ + \ control only 4 HD worth of undead creatures per caster level. If you exceed\ + \ this number, all the newly created creatures fall under your control, and any\ + \ excess undead from previous castings become uncontrolled. You choose which creatures\ + \ are released. Undead you control through the Command Undead feat do not count toward this limit.

\n

Skeletons: A skeleton can be created only from a mostly intact corpse\ + \ or skeleton. The corpse must have bones. If a skeleton is made from a corpse,\ + \ the flesh falls off the bones.

\n

Zombies: A zombie can be created only from a mostly intact corpse.\ + \ The corpse must be that of a creature with a physical anatomy. Editor\u2019\ + s Note: The rule regarding costing double HD for creating variant bloody skeleton and burning skeleton variants was not included in the fast zombie and plague\ + \ zombie variant zombie template details. It is left to the GMs discretion if\ + \ that rule would apply to creating variant zombies.

\n
\n

Editor\u2019s Note

\n
\n

The bloody skeleton and burning skeleton variants are created by use of the animate dead\ + \ spell but count as double their normal HD when doing so.

\n
\n

Note:\ + \ This spell can be used on any mostly intact dead vermin that has an exoskeleton. When this is done the creature gains the\ + \ exoskeleton template. The template does not indicate any additional costs\ + \ or requirements (see Exoskeleton template.) Source: AP91

\n" + 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.

An animated object can be of any non-magical material. You may + animate one Small or smaller object or a corresponding number of larger objects + as follows: A Medium object counts as two Small or smaller objects, a Large object + as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object + as 32. You can change the designated target or targets as a move action, as if + directing an active spell.

This spell cannot affect objects carried or worn + by a creature.

Animated objects can be made permanent with a permanency spell.

' + 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.

Use the\ + \ statistics for animated objects, except that plants smaller than Large don\u2019\ + t have hardness.

Animate plants cannot affect plant creatures, nor\ + \ does it affect nonliving vegetable material.

Entangle: Alternatively, you may imbue all plants within range with a\ + \ degree of mobility, which allows them to entwine around creatures in the area.\ + \ This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.

" + 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\u2019s diameter by half.

The possible commands are \u201C\ + coil\u201D (form a neat, coiled stack), \u201Ccoil and knot,\u201D \u201Cloop,\u201D\ + \ \u201Cloop and knot,\u201D \u201Ctie and knot,\u201D and the opposites of all\ + \ of the above (\u201Cuncoil,\u201D and so forth). You can give one command each\ + \ round as a move action, as if directing an active spell.

The rope can\ + \ enwrap only a creature or an object within 1 foot of it \u2013 it does not snake\ + \ outward \u2013 so it must be thrown near the intended target. Doing so requires\ + \ a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter\ + \ hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst\ + \ it. The rope does not deal damage, but it can be used as a trip line or to cause\ + \ a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound\ + \ by this spell must make a concentration check with a DC of 15 + the spell\u2019s\ + \ level to cast a spell. An entangled creature can slip free with a DC 20 Escape\ + \ Artist check.

The rope itself and any knots tied in it are not magical.

The\ + \ spell cannot affect objects carried or worn by a creature.

" + 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.

Any + creature that uses a mind-affecting + effect against you triggers the mine, causing psychic backlash against the offending + creature. This backlash deals 1d6 points of damage per caster + level (maximum 10d6) and staggers the target for 1d4 rounds. If the target + succeeds at a Will + saving throw, it takes only half damage and negates the staggered + effect. The mine does not disrupt the mind-affecting + effect that triggered the spell. You can use a swift + action to suppress the trigger of your mine for 1 round to allow someone to + use a mind-affecting + effect on you. You can have only one mental mine active at a time.

+ + ' + 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 \u201C\ + She was asking about the queen\u201C), but they don\u2019t 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: "\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\ + \n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\ + \n\n\ + \n\n\n\n\n\n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n
\n Table: New Carrying\ + \ Capacity \n
Strength ScoreLight LoadMedium LoadHeavy Load
19 lbs. or less10\u201318 lbs.19\u201330 lbs.
218 lbs. or less19\u201339 lbs.40\u201360 lbs.
330 lbs. or less31\u201360 lbs.61\u201390 lbs.
439 lbs. or less40\u201378 lbs.79\u2013120 lbs.
548 lbs. or less49\u201399 lbs.100\u2013150 lbs.
660 lbs. or less61\u2013120 lbs.121\u2013180 lbs.
769 lbs. or less70\u2013138 lbs.139\u2013210 lbs.
878 lbs. or less79\u2013159 lbs.160\u2013240 lbs.
990 lbs. or less91\u2013180 lbs.181\u2013270 lbs.
1099 lbs. or less100\u2013198 lbs.199\u2013300 lbs.
11114 lbs. or less115\u2013228 lbs.229\u2013345 lbs.
12129 lbs. or less130\u2013258 lbs.259\u2013390 lbs.
13150 lbs. or less151\u2013300 lbs.301\u2013450 lbs.
14174 lbs. or less175\u2013348 lbs.349\u2013525 lbs.
15198 lbs. or less199\u2013399 lbs.400\u2013600 lbs.
16228 lbs. or less229\u2013459 lbs.460\u2013690 lbs.
17258 lbs. or less259\u2013519 lbs.520\u2013780 lbs.
18300 lbs. or less301\u2013600 lbs.601\u2013900 lbs.
19348 lbs. or less349\u2013699 lbs.700\u20131,050 lbs.
20399 lbs. or less400\u2013\ + 798 lbs.799\u20131,200 lbs.
21459 lbs. or less460\u2013918 lbs.919\u20131,380 lbs.
22519 lbs. or less520\u20131,038 lbs.1,039\u20131,560\ + \ lbs.
23600\ + \ lbs. or less601\u20131,200 lbs.1,201\u20131,800 lbs.
24699 lbs. or less700\u20131,398 lbs.1,399\u20132,100 lbs.
25798 lbs. or less799\u2013\ + 1,599 lbs.1,600\u20132,400 lbs.
26918 lbs. or less919\u20131,839 lbs.1,840\u20132,760 lbs.
271,038 lbs. or less1,039\u20132,079 lbs.2,080\u2013\ + 3,120 lbs.
281,200 lbs. or less1,201\u20132,400 lbs.2,401\u20133,600 lbs.
291,398 lbs. or less1,399\u20132,799\ + \ lbs.2,800\u20134,200 lbs.
+10\xD74\xD74\xD74

The target\u2019s carrying\ + \ capacity triples. This does not affect the creature\u2019s 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.

\n" + 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).

Anthropomorphic animal can be made permanent\ + \ with a permanency spell cast by a caster of 11th level or higher at a cost\ + \ of 7,500 gp.

" + 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.

This spell can be used only defensively, not aggressively. + Forcing an abjuration + barrier against creatures that the spell keeps at bay collapses the barrier.

+ 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.

Any such spells, spell-like abilities, or similar summoning effects used within the area have a percent chance of failure equals\ + \ 5% \xD7 your caster\ + \ level, to a maximum 75% chance of failure. If the summoning effect already has a percent chance of failure (as is often the\ + \ case with the summon spell-like ability of outsiders), these percentages stack. This spell does not affect summoners attempting\ + \ to summon their eidolon, but it does affect summoners casting other summoning spells.

" + 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.

The effect hedges out animals, + aberrations, + dragons, + fey, giants, + humanoids, + magical + beasts, monstrous + humanoids, oozes, + plants, + and vermin, + but not constructs, + elementals, + outsiders, + or undead.

This + spell may be used only defensively, not aggressively. Forcing an abjuration barrier + against creatures that the spell keeps at bay collapses the barrier.

+ 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.

An antimagic\ + \ field suppresses any spell or magical effect used within, brought into,\ + \ or cast into the area, but does not dispel it. Time spent within an antimagic\ + \ field counts against the suppressed spell\u2019s duration.

Summoned\ + \ creatures of any type wink out if they enter an antimagic field. They\ + \ reappear in the same spot once the field goes away. Time spent winked out counts\ + \ normally against the duration of the conjuration that is maintaining the creature.\ + \ If you cast antimagic field in an area occupied by a summoned creature\ + \ that has spell resistance, you must make a caster level check (1d20 + caster level)\ + \ against the creature\u2019s spell resistance to make it wink out. (The effects of instantaneous conjurations\ + \ are not affected by an antimagic field because the conjuration itself\ + \ is no longer in effect, only its result.)

A normal creature can enter\ + \ the area, as can normal missiles. Furthermore, while a magic sword does not\ + \ function magically within the area, it is still a sword (and a masterwork sword\ + \ at that). The spell has no effect on golems and other constructs that are imbued\ + \ with magic during their creation process and are thereafter self-supporting\ + \ (unless they have been summoned, in which case they are treated like any other\ + \ summoned creatures). Elementals, undead, and outsider are likewise unaffected unless summoned. These creatures\u2019 spell-like\ + \ or supernatural abilities may be temporarily nullified by the field. Dispel\ + \ magic does not remove the field.

Two or more antimagic fields\ + \ sharing any of the same space have no effect on each other. Certain spells,\ + \ such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field. Artifacts and\ + \ deities are unaffected by mortal magic such as this.

Should a creature\ + \ be larger than the area enclosed by the barrier, any part of it that lies outside\ + \ the barrier is unaffected by the field.

" + 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.

Creatures of the designated kind\ + \ or alignment feel an urge to leave the area or to avoid the affected item.

A\ + \ compulsion forces them to abandon the area or item, shunning it and never willingly\ + \ returning to it while the spell is in effect. A creature that makes a successful\ + \ saving throw can stay in the area or touch the item but feels uncomfortable\ + \ doing so. This distracting discomfort reduces the creature\u2019s Dexterity score by 4 points.

Antipathy counters and dispels\ + \ sympathy.

" + 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.

An\ + \ antitech field suppresses any technological effect used within, brought into,\ + \ or deployed into the area, but does not negate it. Time spent within an antitech\ + \ field counts against the suppressed effect\u2019s duration.

Robots\ + \ and other technological constructs that come in contact with an antitech field must attempt a Fortitude\ + \ saving throw each round they remain in the field. Failure indicates a creature\ + \ can take no actions that round and is considered to be helpless. Success indicates a creature can take either one move action or one standard action that round. Partially technological creatures like androids\ + \ or cyborgs are merely staggered if they fail this saving throw. Note that cybernetic equipment\ + \ does not function in an antitech field, and all benefits granted by such gear\ + \ are suppressed.

Non-technological creatures can enter the area, as can\ + \ low-tech missiles like sling stones and arrows. High-tech missiles such as bullets and missiles\ + \ immediately halt upon contacting the field, and either drop to the ground harmlessly\ + \ or detonate. An antitech field doesn\u2019t stop rays created by magical sources,\ + \ but does stop rays fired from beam weapons such as lasers. The antitech field\ + \ does not offer any protection against explosions caused by technological explosives\ + \ detonating against it\u2014thus, creatures within the field could still take\ + \ damage from a rocket that explodes against it. If a creature is larger than\ + \ the area enclosed by the barrier, any part of the creature that lies outside\ + \ the barrier is unaffected by the field.

This spell can be used only defensively,\ + \ not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses\ + \ the barrier.

" + 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.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nElysium\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n
d%Planar Destination
1\u20137Abyss
8\u201314Abaddon
15\u201320Hell
21\u201324Shadow Plane
25\u201328Fey World
29\u201335Maelstrom
36\u201342Boneyard
43\u201349Axis
50\u201356Ethereal Plane
57\u201363
64\u201370Nirvana
71\u201377Heaven
78\u201384Astral Plane
85\u201390Random demiplane
91\u201395Material Plane (random world)
96\u2013\ + 100GM\u2019s choice

A\ + \ creature that is transported by anywhere but here cannot be affected by a subsequent\ + \ casting of anywhere but here for 24 hours afterward (but can be affected normally\ + \ by other forms of planar travel).

" + 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.

If the chosen activity\ + \ is something that would be harmful for the target to refrain from doing (such\ + \ as eating, sleeping, or holding its breath underwater), the target receives\ + \ a +5 bonus on the saving throw or other check required by its inaction, and\ + \ receives a new saving throw to negate the effects of this spell with the same\ + \ +5 bonus immediately after. The bonus on these saving throws and checks increases\ + \ by 1 for each subsequent check required by the same condition. If you directly\ + \ interact with the target of this spell (such as engaging it in combat or targeting\ + \ it with another spell or effect), the spell immediately ends.

" + 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.

At the end of each of + its turns, the subject can attempt a new saving throw to end the effect.

Tongues counters and dispels aphasia, and a creature with the tongues spell active is immune to aphasia. Oracles + with the tongues curse ignore aphasia in combat.

' + 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.

The\ + \ spell enables you to control the construct completely, with the sole exception\ + \ that commands directly resulting in damage break the spell. Any act by you or\ + \ your apparent allies that damages the construct also breaks the spell. You can\ + \ communicate your commands in any spoken language. The construct reverts to obeying\ + \ the last commands given by its true master when the spell\u2019s duration expires.\ + \ If the construct\u2019s true master attempts to command a construct affected\ + \ by apparent master, you must win an opposed Charisma check for the construct to continue to follow your commands. Failing\ + \ this check breaks the spell.

" + 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.

The illusion interferes with detect undead, requiring the caster to succeed\ + \ at a caster check (DC = 11 + your caster level) for the spell to determine the creatures are undead.

Appearance of life can be made permanent with a permanency spell by a caster of 12th level or higher for the cost\ + \ of 10,000 gp.

" + 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.

Sending: If you\ + \ choose to send the object elsewhere, the spell functions like teleport object, except the size of the object\ + \ is limited and the distance it can travel is equal to only 25 feet + 5 feet\ + \ per 2 levels. You can\u2019t transport an object to the Ethereal Plane. You can send the held object to any square within range,\ + \ and you don\u2019t need line of sight to the target location. You can place\ + \ the object in the open or inside a container, a pocket, or even someone\u2019\ + s hand. If there isn\u2019t room in the space you select (either because the space\ + \ chosen is too small or because there is already something else there), or if\ + \ the person doesn\u2019t want or isn\u2019t expecting the object in his hands,\ + \ it appears on the ground within the target\u2019s square instead. You can transport\ + \ the object to an elevation above the floor as long as the destination is within\ + \ the spell\u2019s total distance limit.

Receiving: You can prepare\ + \ an object ahead of time to apport it to yourself by casting the spell upon it\ + \ and assigning a mental trigger to complete the spell. You don\u2019t need line\ + \ of sight to the object to apport it to you, but the object must be within a\ + \ distance equal to 25 feet + 5 feet per 2 levels. Completing the spell is a swift\ + \ action that has the same restrictions as a thought spell component. You\ + \ can apport an object in this way even if someone holding the object is unwilling\ + \ to let you take it. Once you apport the object, the spell ends.

You can\u2019\ + t send or receive an object into a space that is protected by an antimagic field, globe of invulnerability, or similar effect\ + \ that keeps magical effects out; if you attempt to do so, the spell is lost.

" + 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\u2019s 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\u2019s 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.

Any creature in the path of the aqueous orb takes 2d6 points\ + \ of nonlethal damage. A successful Reflex save negates this damage, but a Large or smaller creature that fails\ + \ its save must make a second save or be engulfed by the aqueous orb and carried\ + \ along with it. Engulfed creatures are immersed in water and must hold their\ + \ breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled\ + \ by its churning currents, takes 2d6 points of nonlethal damage at the beginning\ + \ of their turn each round they remain trapped. Creatures within the orb may attempt\ + \ a new Reflex save each round to escape into a random square adjacent to the\ + \ aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller\ + \ creatures within it.

The sphere moves as long as you actively direct it\ + \ (a move action for you); otherwise, it merely stays at rest and churns in place.\ + \ An aqueous orb stops if it moves outside the spell\u2019s range.

" + 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.

\n\n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Hit DiceEffect
Equal to caster levelSickened
Up to caster\ + \ level \u2013 1Sickened, staggered
Up to caster level \u2013 5Nauseated, sickened, staggered
Up to caster level \u2013 10Killed, nauseated, sickened, staggered

The effects are concurrent. A\ + \ creature can attempt a Will save to reduce or negate the effects. If subject to multiple effects,\ + \ the creature rolls once and applies the result to each effect.

Sickened\ + \ The creature is sickened for 1d4 rounds (Will negates).

Staggered The creature is staggered for 2d4 rounds, or for 1d4 rounds on a successful Will save.

Nauseated The creature is nauseated for 1d10 minutes, or for 1d4 rounds on a successful Will save.

Killed\ + \ Living creatures die, and undead creatures are destroyed. On a successful Will save, the creature instead takes 3d6 points of damage + 1 point per\ + \ caster level\ + \ (maximum v+25).

Furthermore, if you are on your home plane when you cast\ + \ this spell, all chaotic evil, chaotic good, lawful evil, and lawful good extraplanar creatures within the area are banished to their home planes (Will negates,\ + \ at a \u20134 penalty). Creatures so banished cannot return for at least 24 hours.\ + \ This effect takes place regardless of whether the creatures hear the arbitrament.

Creatures\ + \ whose Hit Dice exceed your caster level are unaffected by arbitrament.

" + 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\u2019s 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.

The cannon has AC 10, hardness\ + \ 10, and 80 hit points. If the cannon is subject to a spell or effect that requires a\ + \ save, it uses your saving throw modifiers. The cannon never provokes attacks\ + \ of opportunity. If the cannon is destroyed, so is your focus.

" + 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.

While under the effect of this spell, if the subject\ + \ must attempt a concentration check to cast an arcane spell or use an arcane spell-like ability for any reason other than the effect of this spell (such\ + \ as casting defensively, being injured while casting, and so on), it takes a\ + \ penalty on that check equal to 1/2 its caster level.

" + 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.

See + invisibility, true + seeing, a gem + of seeing, or a robe + of eyes likewise allows the user to see an invisible arcane mark. + A read + magic spell reveals the words, if any. The mark cannot be dispelled, + but it can be removed by the caster or by an erase + spell.

If an arcane mark is placed on a living being, the effect + gradually fades in about a month.

Arcane mark must be cast on an + object prior to casting instant + summons on the same object (see that spell description for details).

+ 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.

An arcane pocket grants you a +1 bonus on\ + \ Sleight of Hand\ + \ checks to conceal its contents. The pocket becomes nonmagical, spilling all\ + \ of its contents onto the ground unharmed, if it leaves your possession or you\ + \ create a new arcane pocket.

" + 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.

You know the location\ + \ and power of all magical auras within your sight. An aura\u2019s power depends\ + \ on a spell\u2019s functioning level or an item\u2019s caster level, as noted\ + \ in the description of the detect magic spell (see tables above.) If the\ + \ items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine\ + \ the school of magic involved in each. (Make one check per aura; DC 15 + spell\ + \ level, or 15 + half caster level for a nonspell effect.)

If you concentrate\ + \ on a specific creature within 120 feet of you as a standard action, you can\ + \ determine whether it has any spellcasting or spell-like abilities, whether these\ + \ are arcane or divine (spell-like abilities register as arcane), and the strength\ + \ of the most powerful spell or spell-like ability the creature currently has\ + \ available for use.

As with detect magic, you can use this spell to identify\ + \ the properties of magic items, but not artifacts.

Arcane sight can be\ + \ made permanent with a permanency spell.

\n\n\n\nAura Power\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\ + \n\n\n\n\n\n\n\n\ + \n\n\n\n
Spell or Object
FaintModerateStrongOverwhelming
Functioning spell (spell level)3rd or lower4th-6th7th-9th10th+ (deity-level)
Magic item (caster\ + \ level)5th or lower6th-11th12th-20th21st+ (artifact)
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ +
Original StrengthDuration of Lingering Aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6x10 minutes
Overwhelming1d6 days

" + 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.

Only creatures + with a neutral alignment + component are harmed by the spell.

The spell deals 1d8 points of damage + per 2 caster levels (maximum 5d8) to creatures whose alignment + is neutral with no other alignment + components (with the + exception of neutral outsiders, + who take 1d6 points of damage per caster + level, maximum 10d6). Neutral outsiders + are also nauseated + for 1d6 rounds. A creature can attempt a Will + save to halve the damage and negate the nauseated + effect.

The spell deals half damage against creatures that are chaotic neutral, + lawful neutral, neutral evil, or neutral good, and such targets are not nauseated. + On a successful Will + save, such a creature reduces the damage to one-quarter the damage rolled.

+ 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.

Creatures\ + \ you have not designated can force their way through the door with a successful\ + \ DC 28 Strength check. The shelter is as strong as a normal stone building, resists\ + \ flames and fire as if it were stone, and is impervious to normal missiles (but not the sort cast by siege engines or\ + \ giants).

The shelter contains eight bunks, a trestle table, eight stools,\ + \ and a writing desk. These furnishings disappear if removed from the shelter.\ + \ The shelter contains fresh, breathable air that replenishes within the shelter\ + \ but does not pass through the membrane of force. The shelter\u2019s interior\ + \ maintains a temperature of 70\xB0 F regardless of the temperature outside the\ + \ shelter.

This spell can be cast only underwater.

" + 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\u2019s armor to stiffen as otherworldly chains wrap around the target.

On\ + \ a failed Reflex save, a target in heavy metal armor becomes staggered. A target in light or medium metal armor instead becomes entangled.\ + \ Targets wearing no armor or nonmetallic armor are unaffected. If the target\ + \ is wearing heavy metal armor and succeeds at its Reflex save, it becomes entangled instead of staggered; a target in light or medium metal armor that succeeds at its saving\ + \ throw is unaffected by the spell.

" + 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.

It grants the recipient a +3 deflection\ + \ bonus to Armor Class (+1 for every 4 caster levels, to a maximum bonus of +8).\ + \ The subject can see through the armor and gains darkvision to 60 feet. The subject gains a +2 bonus on saving throws against\ + \ any holy, good, or light spells or effects.

Undead creatures under the\ + \ effect gain +4 turn resistance.

" + 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.

First, you can + summon + one duplicate per caster + level before the spell ends.

Second, you can have up to one duplicate + in existence at a time for every 3 caster levels you have.

+ 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\u2019s 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.

This effect does not stack with any other effect that + expands the threat range of a weapon, such as the Improved + Critical feat or a keen weapon.

+ 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.

Furthermore, when you are hit with an attack + of opportunity, you can make a single attack with your antlers against the opponent + that hit you as an immediate action. This attack uses your highest base attack + bonus plus your Strength + or Dexterity + bonus (your choice) and deals 1d8 points of piercing damage (if you are Medium; + 1d6 points of damage if Small) plus your Strength + modifier on a successful hit. The antlers have a critical multiplier of 19-20/x2.

+ 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.

You gain a +4 enhancement + bonus to Strength + and Dexterity, + the scent + ability, a +2 enhancement + bonus on trip + attacks, and can make a trip + combat maneuver as a swift + action. This trip + attack does not provoke attacks of opportunity.

+ 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.

You\ + \ assume the exact form of a deceased Small or Medium creature of the humanoid type. Your voice changes to match that of the form you assume. The\ + \ creature whose form you assume must be dead and you must have access to its fresh corpse (either dead less than 24 hours, or preserved via gentle repose or similar effect). Any attempt\ + \ to copy the form of a living creature causes the spell to fail. You do not have\ + \ access to the assumed form\u2019s abilities, memories, mannerisms, or speech\ + \ patterns. The spell grants a +10 bonus on Disguise checks to appear as the imitated creature.

If the assumed\ + \ creature is returned to life while this spell is active, assume appearance immediately\ + \ ends.

\n" + 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).

Since\ + \ you don\u2019t know how you will appear to each target, you must match your\ + \ actions and statements to fit with the illusion as best you can. While the spell\ + \ grants a +10 bonus on Disguise\ + \ checks like disguise self does, you also take a \u20135 penalty on Disguise checks until you can get a sense of who the target thinks you are.\ + \ Each target who fails to disbelieve the phantasm) and is fooled by your Disguise check takes a \u20132 penalty on Sense Motive checks to notice your lies, and each emotion choice grants you\ + \ an additional benefit against such targets, as listed in the table below.

\n\n\nEmotion\n\ + Effect\n\n\n\n\nFear\n+4 bonus on Intimidate checks\n\n\nHate\n+2 bonus on attack rolls, \u20132 penalty to AC\n\n\nLust\n+4 bonus on Sleight of Hand checks\n\n\nRespect\n\ + +4 bonus on Diplomacy checks\n\n\nTrust\n+4 bonus on Bluff\ + \ checks\n\n\n" + 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.

You + project your astral self onto the Astral Plane, leaving your physical body behind + on the Material Plane in a state of suspended animation. The spell projects an + astral copy of you and all you wear or carry onto the Astral Plane. Since the + Astral Plane touches upon other planes, you can travel astrally to any of these + other planes as you will. To enter one, you leave the Astral Plane, forming a + new physical body (and equipment) on the plane of existence you have chosen to + enter.

While you are on the Astral Plane, your astral body is connected + at all times to your physical body by an incorporeal + silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, + very few things can destroy a silver cord. When a second body is formed on a different + plane, the silver cord remains invisibly attached to the new body. If the second + body or the astral form is slain, the cord simply returns to your body where it + rests on the Material Plane, thereby reviving it from its state of suspended animation. + This is a traumatic affair, however, and you gain two permanent negative + levels if your second body or astral form is slain. Although astral projections + are able to function on the Astral Plane, their actions affect only creatures + existing on the Astral Plane; a physical body must be materialized on other planes.

You + and your companions may travel through the Astral Plane indefinitely. Your bodies + simply wait behind in a state of suspended animation until you choose to return + your spirits to them. The spell lasts until you desire to end it, or until it + is terminated by some outside means, such as dispel + magic cast upon either the physical body or the astral form, the breaking + of the silver cord, or the destruction of your body back on the Material Plane + (which kills you).

When this spell ends, your astral body and all of its + gear, vanishes.

+ 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\u2019s primal instincts take hold for the duration of this spell\u2014\ + if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for \u201C\ + attack.\u201D This spell has no effect on animals that already have the advanced creature template.

\n" + 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.

Reverse\ + \ Magical Alignment Change: If a creature has had its alignment magically\ + \ changed, atonement returns its alignment to its original status at no\ + \ additional cost.

Restore Class: A paladin,\ + \ or other class, who has lost her class features due to violating the alignment\ + \ restrictions of her class may have her class features restored by this spell.\ + \

Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast\ + \ spells by incurring the anger of her deity may regain that ability by seeking\ + \ atonement from another cleric of the same deity or another druid. If\ + \ the transgression was intentional, the casting cleric must expend 2,500 gp in\ + \ rare incense and offerings for her god\u2019s intercession.

Redemption or Temptation: You may cast this spell upon a creature of an\ + \ opposing alignment in order to offer it a chance to change its alignment to\ + \ match yours. The prospective subject must be present for the entire casting\ + \ process. Upon completion of the spell, the subject freely chooses whether it\ + \ retains its original alignment or acquiesces to your offer and changes to your\ + \ alignment. No duress, compulsion, or magical influence can force the subject\ + \ to take advantage of the opportunity offered if it is unwilling to abandon its\ + \ old alignment. This use of the spell does not work on outsiders or any creature\ + \ incapable of changing its alignment naturally.

Though the spell description\ + \ refers to evil acts, atonement can be used on any creature that has performed\ + \ acts against its alignment, regardless of the actual alignment in question.

Note:\ + \ Normally, changing alignment is up to the player. This use of atonement\ + \ offers a method for a character to change his or her alignment drastically,\ + \ suddenly, and definitively.

" + 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.

The image disappears when struck by an + opponent unless you cause the illusion to react appropriately or instruct it to + do so. Its AC is equal to 10 + the level of this spell.

+ 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.

The\ + \ sound can include intelligible speech. Instead of precisely imagining a sound,\ + \ you can identify a sound the subjects know and they imagine it doing what you\ + \ describe as you cast the spell. For example, you could cast this spell on orc\ + \ warriors and have them imagine the sound of their chieftain calling for help,\ + \ even if you\u2019ve never heard their chieftain and even if the chieftain speaks\ + \ in a language you don\u2019t understand. All targets hear the same hallucination.\ + \ You can change the sound as part of concentrating on the spell.

" + 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.

Upon\ + \ casting this spell, choose either acid, cold, electricity, or fire.

The\ + \ spell gains the chosen descriptor, and any thrown weapons or ammunition that\ + \ pass through the augmenting wall as part of a ranged attack deal 1d6 points\ + \ of energy damage of the specified type in addition to their normal damage. The\ + \ wall has no effect on melee weapons or items not thrown as part of an attack.

As\ + \ you cast the spell, you can limit the wall so that it only affects ranged weapons\ + \ passing through it in the direction of your choice. Doing so halves the spell\u2019\ + s duration.

" + 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.

The base chance\ + \ for receiving a meaningful reply is 70% + 1% per caster level, to a maximum\ + \ of 90%; this roll is made secretly. A question may be so straightforward that\ + \ a successful result is automatic, or so vague as to have no chance of success.\ + \ If the augury succeeds, you get one of four results:

    \n
  • Weal\ + \ (if the action will probably bring good results).
  • \n
  • Woe (for bad results).
  • \n\ +
  • Weal and woe (for both).
  • \n
  • Nothing (for actions that don\u2019t have\ + \ especially good or bad results).
  • \n

If the spell fails, you get the\ + \ \u201Cnothing\u201D result. A cleric who gets the \u201Cnothing\u201D result has no way to tell whether\ + \ it was the consequence of a failed or successful augury.

The augury\ + \ can see into the future only about half an hour, so anything that might happen\ + \ after that does not affect the result. Thus, the result might not take into\ + \ account the long-term consequences of a contemplated action. All auguries\ + \ cast by the same person about the same topic use the same die result as the\ + \ first casting.

" + 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\u2019\ + s 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.

Alignment\ + \ Aura: You can change the target\u2019s apparent alignment to thwart spells that detect alignment, such as detect evil.\ + \ You can alter the alignment by up to one step on each alignment axis, but can\u2019t make the creature appear to have a diametrically\ + \ opposed alignment. For instance, you couldn\u2019t make a lawful evil character appear\ + \ to be chaotic or good. You can also adjust the power of the alignment aura up or down in level by a number of steps equal to 1/2 your\ + \ level or fewer.

Emotion Aura: Your manipulations mask the true\ + \ emotions of the target, instead depicting any combination of colors on the emotional\ + \ spectrum that you wish. Creatures attempting Bluff, Diplomacy,\ + \ Intimidate, or Sense Motive checks\ + \ against the target receive no bonuses on their checks based on information gleaned\ + \ from the target\u2019s aura.

Health Aura: You adulterate the target\u2019\ + s aura to mask the condition of its physical body, revealing instead a wounded\ + \ status, poison or disease status, and conditions of your choice. You likewise mask the target\u2019\ + s available ki points or similar resources, manipulating its aura to suggest any\ + \ number within the range normally available to the target.

Magic Aura:\ + \ You alter a creature or item\u2019s magic aura so that it registers to detect magic (and spells with similar capabilities, like analyze aura) as\ + \ though it were non-magical, a magic item of a kind you specify, or the subject\ + \ of a spell you specify. A single casting of aura alteration is sufficient to\ + \ mask all of the magic auras on the target. If an object bearing aura alteration\ + \ has identify cast on it or is similarly examined, the examiner recognizes the\ + \ aura is false and detects the object\u2019s actual qualities if he succeeds\ + \ at a Will\ + \ save. If a targeted item\u2019s own aura is overwhelming, aura alteration can\u2019\ + t alter it.

" + 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\u2019s location and power more quickly.

You know\ + \ the location and power of all chaotic, evil, good, and lawful auras within your\ + \ sight. An aura\u2019s power depends on a creature\u2019s Hit Dice or an item\u2019s caster level, as noted in the description of the detect evil spell. If an item or a creature\ + \ bearing an aura is in line of sight, you can attempt a Knowledge (religion) check to determine the aura\u2019s strength (one check\ + \ per aura; DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect).

Aura sight can be made permanent\ + \ with a permanency spell by a caster of 11th level or higher\ + \ at a cost of 7,500 gp.

" + 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.

Each round\ + \ that a creature starts its turn in the spell\u2019s area and shares both your\ + \ creature type and at least one subtype you possess (if any), that creature must\ + \ succeed at a Fortitude save or take 1d4 points of damage.

You gain a number of temporary hit points equal to the amount of damage you deal with this spell\ + \ (maximum 10 + your caster level). These temporary hit points go away when the spell ends.

As long as you have\ + \ at least 5 temporary hit points while this spell is in effect, you gain a +1 competence bonus on attack rolls, saving throws, and skill checks. If you have 15 or more temporary hit points, this competence bonus increases to +2.

" + 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.

Any creature within the aura that fails its save\ + \ takes a \u20135 penalty on concentration checks. A creature must attempt the Will save upon entering the area of the aura, and the penalty ends as soon\ + \ as the creature leaves the aura. A creature that succeeds at its save is immune\ + \ to the effects of the aura for this casting of the spell, even if it leaves\ + \ and reenters the aura, but must attempt another Will save each additional time this spell is cast. You are immune to your\ + \ own aura of distraction.

" + 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\u2019s 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.

The\ + \ DC of Sleight of\ + \ Hand checks to remove items warded by the spell is increased by 20, and\ + \ affected creatures gain a +20 bonus to their CMDs against disarm and steal combat maneuvers.

" + 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.

She makes every reasonable effort to avoid the object of the aversion,\ + \ but will not put herself in danger in order to maintain the aversion. For example,\ + \ if the object of the aversion is a bridge but a forest fire is closing in and\ + \ will likely kill the target, she ignores the aversion and crosses the bridge\ + \ to save herself.

If the target must ignore the conditions of the aversion,\ + \ she is nauseated until she is no longer violating the aversion.

If the target\ + \ succeeds at her saving throw, she is instead sickened while within 60 feet of the object or place, but isn\u2019t compelled\ + \ to stay away from it.

" + 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.

An awakened tree has characteristics as if it were\ + \ an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move\ + \ its limbs, roots, vines, creepers, and so forth, and it has senses similar to\ + \ a human\u2019s.

An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can\u2019t serve as\ + \ an animal companion, familiar, or special mount.

An awakened tree or animal\ + \ can speak one language that you know, plus one additional language that you\ + \ know per point of Intelligence bonus (if any). This spell does not function on an animal or\ + \ plant with an Intelligence greater than 2.

\n

Editor\u2019s Note

\n
\n

If you cast awaken, an animal\u2019s type changes to magical\ + \ beast. Do you change its HD to d10s, increase its BAB to that of a magical beast,\ + \ and gain other features of the magical beast type? It also gains two Hit Dice;\ + \ are these d8s or d10s? If the animal was trained to wear barding, does it retain\ + \ this ability once it is awakened? If the animal wasn\u2019t trained to wear\ + \ barding, how can the awakened creature learn how to wear armor?

\n

Only\ + \ the animal\u2019s type changes to magical beast, it doesn\u2019t gain all the mathematical benefits for this\ + \ type change (think of it as a \u201Cquick rules\u201D version of adding a template\ + \ to a creature).

\n

The 2 HD it gains are d8s.

\n

An animal trained\ + \ to wear barding can continue to do so without penalty once it is awakened.\ + \ Once it\u2019s awakened, it can either spend a feat on armor proficiency\ + \ or take class levels in a class that grants armor proficiency, just like any\ + \ intelligent creature.

\n

[Source]

\n
\n
Intelligent Animals

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