diff --git a/README.md b/README.md index e081744..e44eb12 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,8 @@ # Spell Scrapper :scroll: :snake: +## About this repository +This repository was built in order to have an "up to date" spells database for [SpellTastic](https://codefirst.iut.uca.fr/git/Spelltastic/Spelltastic), a cross-platform spell manager for Patfinder. + ## Data source All data is retrieved from [d20pfsrd](https://www.d20pfsrd.com/) the __#1 Pathfinder Roleplaying Game rules reference site__. All spells can be found at [spells](https://www.d20pfsrd.com/magic/all-spells/). diff --git a/database/spell-dp.py b/database/spell-dp.py new file mode 100644 index 0000000..9f8df3d --- /dev/null +++ b/database/spell-dp.py @@ -0,0 +1,57 @@ +import yaml +import sqlite3 + +def createDatabase(): + connexion = sqlite3.connect('database/spells.db') + cursor = connexion.cursor() + + cursor.execute('''DROP TABLE IF EXISTS spell''') + cursor.execute('''CREATE TABLE spell( + id INTEGER PRIMARY KEY AUTOINCREMENT, + name TEXT, + level TEXT, + school TEXT, + casting_time TEXT, + components TEXT, + range TEXT, + target TEXT, + area TEXT, + effect TEXT, + duration TEXT, + saving_throw TEXT, + spell_resistance TEXT, + description TEXT)''') + + connexion.commit() + connexion.close() + +def insertSpells(): + with open('outputs/spells.yaml', 'r') as file: + spells = yaml.safe_load(file) + + connexion = sqlite3.connect('assets/spells.db') + cursor = connexion.cursor() + + for name, spell in spells.items(): + level = spell.get('level') + school = spell.get('school') + casting_time = spell.get('casting_time') + range_ = spell.get('range') + target = spell.get('target') + duration = spell.get('duration') + saving_throw = spell.get('saving_throw') + spell_resistance = spell.get('spell_resistance') + description = '\n'.join(spell.get('description', [])) + components = spell.get('components') + area = spell.get('area') + effect = spell.get('effect') + + cursor.execute('''INSERT INTO spell(name, level, school, casting_time, components, range, target, area, effect, duration, saving_throw, spell_resistance, description) + VALUES(?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)''', + (name, level, school, casting_time, components, range_, target, area, effect, duration, saving_throw, spell_resistance, description)) + + connexion.commit() + connexion.close() + +createDatabase() +insertSpells() \ No newline at end of file diff --git a/outputs/spells.yaml b/outputs/spells.yaml new file mode 100644 index 0000000..1bf982a --- /dev/null +++ b/outputs/spells.yaml @@ -0,0 +1,49883 @@ +Abeyance: + area: null + casting_time: 1 minute + components: V, S, M (a flask of holy water worth 25 gp), DF + description: + - Abeyance suppresses the effects of a single curse on a creature. It does not restore + any damage or drain that might have been caused by the curse. Abeyance cannot + suppress curses that cannot be removed by remove curse, but it can suppress curses + such as lycanthropy that require remove curse along with additional measures. + An individual curse can be suppressed only once by abeyance, even if cast by a + different caster. + duration: 24 hours + effect: null + level: cleric 2, inquisitor 2, paladin 2 + range: touch + saving_throw: Will negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: creature touched +Abjuring Step: + area: null + casting_time: 1 standard action + components: "V, S, M (a rabbit\u2019s foot)" + description: + - This spell creates a subtle and complicated force effect that is most effective + when used by a still or slow-moving spellcaster or formula user. While you are + subject to this spell, you can take two 5-foot steps each round and still cast + spells and use spell-like abilities without provoke attacks of opportunity. + duration: 1 round/level or until discharged + effect: null + level: alchemist 1, bard 1, magus 1, psychic 1, sorcerer/wizard 1 + range: personal + saving_throw: null + school: abjuration (force) + spell_resistance: null + target: you +Ablative Barrier: + area: null + casting_time: 1 standard action + components: V, S, M (a piece of metal cut from a shield) + description: + - "Invisible layers of solid force surround and protect the target, granting that\ + \ target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage\ + \ the target takes from each attack are converted into nonlethal damage. Against\ + \ attacks that already deal nonlethal damage, the target gains DR 5/\u2014. Once\ + \ this spell has converted 5 points of damage to nonlethal damage per caster level\ + \ (maximum 50 points), the spell is discharged." + duration: 1 hour/level or until discharged + effect: null + level: alchemist 2, bloodrager 2, magus 2, occultist 2, psychic 3, sorcerer/wizard + 3, summoner 2, unchained summoner 3 + range: touch + saving_throw: Will negates (harmless) + school: conjuration (creation) [force] + spell_resistance: 'no' + target: creature touched +Ablative Sphere: + area: null + casting_time: 1 standard action + components: V, S, M (a crystalline sphere worth 10 gp) + description: + - "An immobile, crystalline, web-like globe surrounds you. When the ablative sphere\ + \ winks into existence, it provides you with improved cover (see below). The barrier\ + \ does not impede a spell\u2019s line of sight or effect." + duration: 1 minute per level (D) + effect: null + level: sorcerer/wizard 3 + range: personal + saving_throw: null + school: abjuration + spell_resistance: null + target: you +"Aboleth\u2019s Lung": + area: null + casting_time: 1 standard action + components: V, S, M/DF (piece of seaweed) + description: + - The targets are able to breathe water, freely. However, they can no longer breathe + air. + duration: 1 hour/level + effect: null + level: cleric 2, druid 2, sorcerer/wizard 2, witch 2 + range: touch + saving_throw: Will negates + school: transmutation + spell_resistance: 'yes' + target: living creatures touched +Absolution: + area: null + casting_time: 1 round + components: V, S, M (a vial of holy water ), DF + description: + - "You purge impure thoughts from the target\u2019s mind and fill him with exultant\ + \ relief at the forgiveness of his sins." + duration: instantaneous + effect: null + level: cleric 4, paladin 4 + range: touch + saving_throw: none + school: abjuration + spell_resistance: 'no' + target: living creature touched +Absorb Rune I: + area: null + casting_time: 1 standard action + components: V, S, M (a white silk glove worth 25 gp) + description: + - "This spell allows you to lay your hand upon a magical glyph, symbol, or other\ + \ magical spell effect (referred to in this spell description as a rune) and attempt\ + \ to absorb the essence of its effect. To absorb a rune, you must be aware of\ + \ the rune\u2019s existence (but need not know the details of what it actually\ + \ does) and then succeed at a caster level check (DC = 10 + the caster level of\ + \ the spell affect being absorbed) as you touch the rune in question. If you fail\ + \ this caster level check, the magical rune is not triggered unless you fail the\ + \ roll by 5 or more." + duration: instantaneous plus 1 minute/level (see text) + effect: null + level: bard 4, cleric 4, magus 4, occultist 4, sorcerer/wizard 4 + range: touch + saving_throw: Will negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: one spell effect +Absorb Toxicity: + area: null + casting_time: 1 standard action + components: V, S, M (a thorn from a poisonous plant ) + description: + - You absorb the toxicity of your surroundings, becoming toxic as a result. + duration: 10 minutes/level or until discharged + effect: null + level: alchemist 3, druid 4, sorcerer/wizard 5, witch 4 + range: personal + saving_throw: see text + school: necromancy + spell_resistance: 'no' + target: you +Absorbing Barrier: + area: 40-ft.-radius sphere; see text (S) + casting_time: 1 standard action + components: V, S, F (a jagged scrap of metal) + description: + - "You ward all creatures and objects in the area from ranged weapons. The spell\u2019\ + s area of effect is often a sphere, although you can shape it to be smaller than\ + \ the maximum area or to exclude certain adjacent areas or objects (for example,\ + \ if you are warding a specific structure, or if you are roughly warding the front\ + \ lines of a battlefield). This spell\u2019s area is also up to 40 feet in height,\ + \ so flying creatures benefit as long as they are in this area of effect." + duration: 1 hour/level or until discharged + effect: null + level: alchemist 4, sorcerer/wizard 4, summoner 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: none (harmless) + school: abjuration + spell_resistance: no (harmless) + target: null +Absorbing Inhalation: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You grant your lungs inhuman strength and capacity, allowing you to harmlessly\ + \ and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect.\ + \ If the targeted cloud is a magical effect, you must succeed at a caster level\ + \ check (DC 11 + the effect\u2019s caster level) to inhale it. Inhaling the cloud\ + \ removes it from the area, leaving normal air in its place. If the cloud is too\ + \ large for you to affect with a single casting of this spell, you may instead\ + \ inhale a portion of the cloud, but you must inhale the portion of the cloud\ + \ closest to you. This spell has no effect on gaseous creatures. It can only affect\ + \ an instantaneous-duration cloud (such as a breath weapon) if you ready an action\ + \ to cast the spell in response." + duration: 1 round/level; see text + effect: null + level: alchemist 4, bloodrager 4, druid 4, sorcerer/wizard 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: see text + school: transmutation [air] + spell_resistance: 'no' + target: one cloud-like effect, up to one 10-ft. cube/level +Absorbing Touch: + area: null + casting_time: 1 standard action + components: S + description: + - You absorb the next object your hand touches into your body. If you are already + holding an object, you can attempt to absorb it; otherwise, you may touch an object + as a standard action separate from casting the spell. You can absorb any nonmagical, + nonliving object weighing no more than 1 pound per caster level. A container and + its contents count as a single object. Objects in the possession of another creature + receive a Fortitude Saving Throw to prevent absorption. You may continue to attempt + to absorb objects until one is absorbed. + duration: 1 day/level (D) + effect: null + level: alchemist 3 + range: touch + saving_throw: Fortitude negates (object) + school: transmutation + spell_resistance: 'no' + target: null +Abstemiousness: + area: null + casting_time: 1 standard action + components: V + description: + - This spell magically enhances a handful of simple food, imbuing it with enough + nutrition to satisfy a Medium or smaller creature for a full day. The spell does + not create food, and thus will not alone prevent someone from starving, but it + can extend even limited reserves for lengthy periods. + duration: 1 hour + effect: null + level: bard 1, cleric/oracle 1, druid 1, witch 1 + range: touch + saving_throw: Fort negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: a handful of berries, grains, nuts, or rice +Absurdity: + area: null + casting_time: 1 standard action + components: V, S + description: + - Your targets perceive intimidation and threats as laughably absurd. + duration: 1 minute/level (D) + effect: null + level: bard 2, medium 2, mesmerist 2, psychic 2, spiritualist 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: illusion (phantasm) [emotion, mind-affecting] + spell_resistance: 'no' + target: up to one creature/level, no two of which can be more than 30 ft. apart +Abundant Ammunition: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a single piece of ammunition) + description: + - When cast on a container such as a quiver or a pouch that contains nonmagical + ammunition or shuriken (including masterwork ammunition or shuriken, but not special + materials, alchemical attributes, or nonmagical treatments on the ammunition) + at the start of each round this spell replaces any ammunition taken from the container + the round before. The ammunition taken from the container the round before vanishes. + If, after casting this spell, you cast a spell that enhances projectiles, such + as align weapon or greater magic weapon, on the same container, all projectiles + this spell conjures are affected by that spell. + duration: 1 minute/level + effect: null + level: bard 1, cleric 1, psychic 1, ranger 1, sorcerer/wizard 1 + range: null + saving_throw: none + school: conjuration (summoning) + spell_resistance: 'no' + target: one container touched +Abyssal Vermin: + area: null + casting_time: 1 standard action + components: V, S + description: + - You infuse the target with power from the Abyss, granting it the fiendish creature + simple template. The swarm gains DR 5/good if it has at least 5 Hit Dice, or DR + 10/good it if has at least 11 HD. It gains cold resistance 5 and fire resistance + 5 if it has at least 5 HD, or cold resistance 10 and fire resistance 10 if it + has at least 11 HD. It gains spell resistance equal to its CR + 6. + duration: 1 minute/level + effect: null + level: antipaladin 2, arcanist 4, cleric/oracle 4, crimson assassin 4, sorcerer/wizard + 4, warpriest 4, witch 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fort negates (see text) + school: transmutation + spell_resistance: 'yes' + target: one vermin or vermin swarm +Accelerate Poison: + area: null + casting_time: 1 standard action + components: V, S, M (a thorn) + description: + - You hasten the onset of poison in the target. If the poison normally has an onset + time, its effects begin immediately. If the poison has no onset time, its frequency + is doubled, requiring two saving throws and inflicting damage twice per round + or minute, though its duration is halved. Accelerate poison does not change the + cure condition for the poison. If the target is affected by more than one poison, + you may choose which is affected if you administered the poison; otherwise, randomly + determine which poison is affected. + duration: instantaneous + effect: null + level: druid 2, ranger 2, sorcerer/wizard 2; Elemental School water 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; Elemental School earth 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; Elemental School earth + 6 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: conjuration (creation) [acid] + spell_resistance: 'no' + target: null +Acid Maw: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "Your animal companion\u2019s bite attack deals an additional 1d4 points of acid\ + \ damage, and the acid deals another 1d4 points of acid damage to the target on\ + \ the next round. The acid continues to deal damage for 1 additional round per\ + \ 4 caster levels (to a maximum of 6 total rounds at caster level 20th). This\ + \ ongoing acid damage doesn\u2019t stack from multiple attacks, but the duration\ + \ resets if a newer bite would cause the ongoing damage to last longer than the\ + \ duration remaining from a previous one." + duration: 1 minute/level + effect: null + level: druid 1, ranger 1 + range: close (25 ft. + 2 ft./level) + saving_throw: Will negates (harmless) + school: transmutation [acid] + spell_resistance: 'yes' + target: your animal companion +Acid Pit: + area: null + casting_time: 1 standard action + components: V, S, M (drop of acid), F (Fine shovel worth 10 gp) + description: + - 'This spell functions as create pit, except that it places a 5-foot deep pool + of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures + who fall into the pit take falling damage as normal (the acid counts as a yielding + surface), plus 2d6 points of acid damage per round spent in contact with the acid. + In addition, exposed items carried by a creature in the pit may be harmed. Refer + to Table: Items Affected by Magical Attacks (also copied here for convenience).' + duration: 1 round + 1 round/level + effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels + level: sorcerer/wizard 4, summoner/unchained summoner 4; Elemental School earth + 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; + Elemental School earth 0 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: conjuration (creation) [acid] + spell_resistance: 'no' + target: null +Acidic Spray: + area: null + casting_time: 1 standard action + components: V, S, M (a vial of acid worth 10 gp) + description: + - "A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid\ + \ damage per caster level (maximum 15d6) to each creature within its area (Reflex\ + \ half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage\ + \ per two caster levels (maximum 7d6) to any creature that failed its saving throw\ + \ against the spell (a second Reflex save on the creature\u2019s turn negates\ + \ this additional damage)." + duration: instantaneous + effect: 60-ft. line + level: magus 5, sorcerer/wizard 5 + range: 60 ft. + saving_throw: Reflex partial (see text) + school: conjuration (creation) [acid] + spell_resistance: 'yes' + target: null +Acute Senses: + area: null + casting_time: 1 standard action + components: V, S, M (a glass lens) + description: + - The target gains a +10 enhancement bonus on Perception checks. The bonus increases + to +20 at caster level 8th, and +30 (the maximum) at caster level 16th. + duration: 1 minute/level + effect: null + level: alchemist 2, bard 2, inquisitor 2, psychic 2, ranger 2 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: 'yes' + target: creature touched +Adhesive Blood: + area: null + casting_time: 1 standard action + components: V, S + description: + - "Your blood thickens to becomes a glue-like substance upon contact with air. A\ + \ piercing or slashing weapon that deals hit point damage to you is stuck fast\ + \ unless the wielder succeeds at a Reflex save. A creature can pry off a stuck\ + \ weapon on its turn as a standard action with a successful Strength check against\ + \ the spell\u2019s DC. Strong alcohol or universal solvent dissolves the adhesive.\ + \ The glue breaks down 5 rounds after you die, or when the duration ends. This\ + \ glue has no effect while underwater or in environments that lack air." + duration: 1 minute/level + effect: null + level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, witch 2 + range: personal + saving_throw: Reflex negates (see text) + school: transmutation + spell_resistance: 'no' + target: you +Adhesive Spittle: + area: null + casting_time: 1 standard action + components: V, S + description: + - "Once during this spell\u2019s duration, you can spit a viscous liquid as a standard\ + \ action. This liquid functions as a tanglefoot bag, except you do not have to\ + \ make a successful attack roll to hit your target. The DCs to counteract this\ + \ adhesive (to avoid being stuck to the floor, to fly, to break the adhesive,\ + \ or to cast a spell) use the spell\u2019s DC rather than a tanglefoot bag\u2019\ + s normal DCs. The adhesive persists for 2d4 rounds after you spit it." + duration: 1 round/level or until discharged (see text) + effect: null + level: alchemist 1, psychic 1, sorcerer/wizard 1, witch 1 + range: 15 ft. + saving_throw: Reflex partial + school: conjuration (creation) + spell_resistance: 'no' + target: one creature +Adjustable Disguise: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell functions as disguise self, except as a swift action you can alter + the disguise (within the limitations of disguise self). For example, you could + make yourself look like a young human city guard, then an old elven wizard of + the opposite gender, then a halfling thief, and so on. You can change the disguise + a number of times equal to your caster level. + duration: 10 minutes/level (D) + effect: null + level: alchemist 3, antipaladin 3, bard 3, inquisitor 3, mesmerist 3, occultist + 3, psychic 3, sorcerer/wizard 3, witch 3 + range: personal + saving_throw: null + school: illusion (glamer) + spell_resistance: null + target: you +Adjustable Polymorph: + area: null + casting_time: 1 standard action + components: V, S, M (a small piece of doppelganger flesh) + description: + - This spell functions as alter self, except you can as a swift action alter the + disguise (within the limitations of alter self). For example, you could transform + yourself into a halfling, then a lizardfolk, then an elf, and so on. You can change + your form a number of times equal to your caster level. + duration: 1 minute/level (D) + effect: null + level: alchemist 4, bard 4, magus 4, shaman 4, sorcerer/wizard 4, summoner/unchained + summoner 4, witch 4 + range: personal + saving_throw: null + school: transmutation (polymorph) + spell_resistance: null + target: you +Admonishing Ray (3.5E): + area: null + casting_time: 1 standard action + components: V, S + description: + - You blast your enemies with rays of nonlethal force. You may fire one ray, plus + one additional ray for every four levels you possess beyond 3rd (to a maximum + of three rays at 11th level). Each ray requires a ranged touch attack to hit and + deals 4d6 points of nonlethal damage. This is a force effect. The rays may be + fired at the same or different targets, but all rays must be fired simultaneously + and aimed at targets within 30 feet of each other. + duration: instantaneous + effect: one or more rays + level: cleric/oracle 2, sorcerer/wizard 2 + range: close (25 f. + 5 f./2 levels) + saving_throw: none + school: evocation [force] + spell_resistance: 'yes' + target: null +Adoration: + area: null + casting_time: 1 standard action + components: V, S + description: + - The target of this spell is the subject of adoration by those whom it tries to + affect with Diplomacy or during performance combat. If the target is out of combat, + it receives a +2 morale bonus on all Diplomacy checks it makes to influence creatures. + If the creature is engaged in performance combat the target gains a +2 morale + bonus on all performance combat checks. + duration: 1 minute/level + effect: null + level: bard 1, psychic 2, sorcerer/wizard 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: 'yes' + target: one creature +Adroit Retrieval: + area: null + casting_time: 1 standard action + components: V, S + description: + - You instill the target with the ability to withdraw small items from her pockets + or packs with supernatural swiftness. When the target retrieves an item stored + on itself, it can retrieve the item either as a move action without provoking + attacks of opportunity, or as a swift action that provokes attacks of opportunity. + This effect functions only when the target attempts to retrieve a stored item + that weighs less than 1 pound per caster level (maximum 15 pounds). + duration: 1 minute/level + effect: null + level: occultist 3, sorcerer/wizard 3 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: creature touched +Advanced Scurvy: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The subject contracts an advanced form of scurvy. He becomes constantly fatigued,\ + \ suffers from bone pain (\u20131 penalty on Strength- and Dexterity-based checks),\ + \ wounds easily (add +1 point of damage to any bleed effects affecting the target),\ + \ experiences loose teeth, and is slow to heal (natural healing occurs at half\ + \ the normal rate). Scurvy can be treated magically or can be overcome with proper\ + \ nutrition; eating the right foods ends the fatigue and bone pain within 1\u2013\ + 2 days and provides a full cure 2d6 days after that." + duration: instantaneous + effect: null + level: cleric 1, druid 1 + range: touch + saving_throw: Fort negates + school: necromancy [disease, evil] + spell_resistance: 'yes' + target: living creature touched +Aerial Tracks: + area: circle centered on you, with a radius of 100 feet + 10 feet per level + casting_time: 1 standard action + components: V, S + description: + - You cause the air in the area to ripple where creatures have flown through it + up to 1 day ago per caster level. These aerial ripples are tinged by glowing wisps, + providing enough illumination to follow the tracks without penalties due to poor + lighting. The area moves with you, allowing you to follow the tracks through the + air over long distances provided you can fly or follow the route along the ground + within range to read the aerial tracks. Other creatures can also follow the trail + as long as they move with you. The base DC of Survival checks to track creatures + through the air with this spell is the same as tracking creatures across soft + ground. + duration: 1 hour/level + effect: null + level: druid 4, inquisitor 4, ranger 3, shaman 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: divination [air] + spell_resistance: 'no' + target: null +Age Resistance: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You ignore the physical detriments of being middle-aged. This spell does not\ + \ cause you to look younger, nor does it prevent you from dying of old age, but\ + \ as long as the spell is in effect, you ignore the \u20131 penalties to Strength,\ + \ Dexterity, and Constitution that accrue once you become middle-aged. You retain\ + \ the age-related bonuses to Intelligence, Wisdom, and Charisma while under the\ + \ effects of this spell. Additional penalties that you accrue upon becoming old\ + \ or venerable apply in full." + duration: 24 hours + effect: null + level: alchemist 4, druid 6, sorcerer/wizard 6, witch 6 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Aggravate Affliction: + area: null + casting_time: 1 standard action + components: V, S + description: + - All recurring afflictions (those with a frequency, including curses, diseases, + and poison) possessed by the targeted creature immediately trigger, requiring + an immediate saving throw (as described in the affliction) to avoid suffering + their effects. A successful saving throw does not count toward ending the affliction, + and this extra save does not change the timing of the next save against the affliction. + Afflictions without a frequency are unaffected by this spell. + duration: instantaneous + effect: null + level: cleric 3, druid 3, sorcerer/wizard 4, witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: see text + school: necromancy + spell_resistance: 'yes' + target: one creature +Aggressive Thundercloud: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a piece of a tree struck by lightning) + description: + - A crackling, spherical storm cloud flies in whichever direction you point and + deals electricity damage to those it strikes. It has a fly speed of 20 feet with + perfect maneuverability. If it enters a space that contains a creature, the storm + stops moving for the round and deals 3d6 points of electricity damage to that + creature, though a successful Reflex save negates that damage. It provides concealment + (20% miss chance) to anything within it, and its flickering light illuminates + the same area a candle would. + duration: 1 round/level + effect: 5-ft.-diameter sphere + level: druid 2, magus 2, sorcerer/wizard 2, witch 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex negates + school: evocation [electricity] + spell_resistance: 'yes' + target: null +Agonize: + area: null + casting_time: 1 standard action + components: V, S + description: + - You afflict a creature you have conjured via planar ally (or a similar spell) + with bolts of vicious energy. These foul energies inflict terrible pain upon the + conjured creature, torturing it to make it more pliant to your will. The targeted + creature must make a Fortitude save or take a -1 penalty for every 2 levels you + possess (maximum -10) on all saves and checks made against you for the next hour. + In addition, creatures that demand payment for their services reduce the payment + by 20% for every 4 levels you possess (maximum 60% reduction). However, beings + tortured by this spell quickly come to resent you, making them more likely to + try to pervert your orders to malicious ends or try to seek retribution after + their release. This spell has no effect on creatures that are immune to nonlethal + damage. + duration: 1 round + effect: null + level: cleric/oracle 3, sorcerer/wizard 4, summoner 3, unchained summoner 4; Subdomain + kyton (evil, law) 3 + 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; Domain luck 2; Subdomain + tactics 2 + range: touch + saving_throw: none + school: enchantment (compulsion) [mind-affecting] + spell_resistance: yes (harmless) + target: living creature touched +Air Breathing: + area: null + casting_time: 1 standard action + components: V, S, M/DF (flower or piece of grass) + description: + - The transmuted creatures can breathe air freely. + duration: 2 hours/level; see text + effect: null + level: alchemist 3, bloodrager 3, cleric 3, druid 3, magus 3, psychic 3, shaman + 3, sorcerer/wizard 3, summoner 3 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: living aquatic creatures touched +Air Bubble: + area: null + casting_time: 1 standard action + components: S, M/DF (a small bladder filled with air) + description: + - "Air bubble creates a small pocket of breathable air that surrounds the touched\ + \ creature\u2019s head or the touched object. The air bubble allows the creature\ + \ touched to breathe underwater or in similar airless environments, or protects\ + \ the object touched from water damage. A firearm within an air bubble can be\ + \ loaded\u2014assuming the black powder comes from a powder horn, a cartridge,\ + \ or some other airtight protective device\u2014and fired. When shooting such\ + \ a firearm underwater, the shot still takes the standard \u20132 penalty on attack\ + \ rolls for every 5 feet of water the bullet passes through, in addition to normal\ + \ penalties due to range. If a firearm within the air bubble explodes, the explosion\ + \ occurs normally." + duration: 1 minute/level + effect: null + level: cleric 1, druid 1, psychic 1, ranger 1, sorcerer/wizard 1, witch 1 + range: touch + saving_throw: Will negates (harmless) + school: conjuration (creation) + spell_resistance: yes (harmless) + target: one creature or one object no larger than a Large two-handed weapon +Air Geyser: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You create a powerful blast of air capable of flinging an opponent upward. If\ + \ the target fails its Reflex save, the force of the air deals 2d6 points of bludgeoning\ + \ damage and hurls the target upward a number of feet equal to 5 \xD7 your caster\ + \ level. If a solid object (such as a ceiling) is encountered, the target strikes\ + \ the object in the same manner as it would during a normal fall. After this blast\ + \ of air ceases, the target falls down (unless it was flying), taking falling\ + \ damage as normal. A successful save means the target takes half damage from\ + \ the air blast but is not moved by it." + duration: instantaneous + effect: null + level: bloodrager 3, druid 3, magus 3, shaman 4, sorcerer/wizard 3, witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Reflex partial (see text) + school: evocation [air] + spell_resistance: 'yes' + target: one creature or object up to Large size +Air Step: + area: null + casting_time: 1 standard action + components: V, S, M (a goose feather) + description: + - "This spell functions as air walk, except you can rise no higher than 1 foot off\ + \ the ground, you cannot pass over liquid, and the air you walk on is less stable\ + \ than solid ground. When walking on air, you ignore difficult terrain that is\ + \ less than 1 foot high, you do not trigger effects based on weight (such as a\ + \ pressure plate), and any creature trying to track you through areas you crossed\ + \ with this spell takes a \u201310 penalty on its Perception or Survival check\ + \ to do so. However, because of the instability of the air you walk on, your speed\ + \ is reduced by 10 feet (to a minimum of 5 feet) and you take a \u20134 penalty\ + \ on Acrobatics, Climb, and Ride checks." + duration: 1 minute/level + effect: null + level: alchemist 2, bard 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, witch + 2 + range: personal + saving_throw: null + school: transmutation [air] + spell_resistance: null + target: you +Air Walk: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "The subject can tread on air as if walking on solid ground. Moving upward is\ + \ similar to walking up a hill. The maximum upward or downward angle possible\ + \ is 45 degrees, at a rate equal to half the air walker\u2019s normal speed." + duration: 10 min./level + effect: null + level: alchemist 4, cleric/oracle 4, druid 4; Domain air 4 + range: touch + saving_throw: none + school: transmutation [air] + spell_resistance: yes (harmless) + target: creature (Gargantuan or smaller) touched +Air of Authority: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You gain an unmistakable air of authority, which clouds creatures\u2019 minds\ + \ and causes them to believe that you are their direct superior. Each creature\ + \ with whom you attempt to leverage your newfound authority receives a Will save\ + \ to disbelieve the illusion. Otherwise, it treats you as it would its direct\ + \ superior. Creatures with different direct superiors see you in different ways,\ + \ which can potentially lead to conflicts that allow additional saving throws\ + \ (for instance, if a cook sees you as the head chef, he might be quite perplexed\ + \ to see the vizier treating you as if you were the king)." + duration: 1 minute/level (D) + effect: null + level: bard 3, medium 3, mesmerist 3, psychic 5 + range: personal + saving_throw: null + school: illusion (glamer) + spell_resistance: null + target: you +Akashic Communion: + area: null + casting_time: 10 minutes + components: V, S, M/DF (a square of reflective silver worth 100 gp) + description: + - You attempt to obtain a glimpse of some specific event from the Akashic Record, + the extraplanar repository of all experiences that have ever occurred. This allows + you to attempt one Knowledge skill check of your choice per 3 caster levels you + have, each with a +10 insight bonus. You are treated as trained in any Knowledge + skills used for these checks, and can use this spell to reroll a Knowledge skill + check you have already failed. The GM rolls these Knowledge checks in secret, + as the Akashic Record is incredibly remote, and impressions gleaned from the distant + repository are sometimes skewed when received. On a natural 1, the resulting answer + is wildly inaccurate. + duration: 1 minute/level + effect: null + level: bard 3, medium 3, mesmerist 4, occultist 3, psychic 3, shaman 3, sorcerer/wizard + 4, spiritualist 4, witch 3 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: null +Akashic Form: + area: null + casting_time: 1 hour + components: V, S + description: + - You create a perfect record of your physical body in the Akashic Record at the + time the spell is cast. This record includes your current hit point total, physical + ability scores (Strength, Dexterity, and Constitution), and any conditional modifiers + or conditions such as ability damage to physical ability scores, disease, negative + levels, and poison. If at any point within the duration of the spell you are reduced + to fewer than 0 hit points or are slain by a death effect that is not mind-affecting, + you can immediately let your current physical body die and assume the record of + your physical body on your next turn. + duration: 24 hours + effect: null + level: psychic 9 + range: personal + saving_throw: 'no' + school: necromancy + spell_resistance: 'no' + target: you +Alacrity: + area: null + casting_time: 1 standard action + components: V, S, M (ginger root shavings) + description: + - "This spell\u2019s energy quickens your steps, allowing fancy footwork." + duration: 1 minute/level + effect: null + level: alchemist 2, bard 2, magus 2 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Alarm: + area: 20-ft.-radius emanation centered on a point in space + casting_time: 1 standard action + components: V, S, F/DF (a tiny bell and a piece of very fine silver wire) + description: + - Alarm creates a subtle ward on an area you select. Once the spell effect is in + place, it thereafter sounds a mental or audible alarm each time a creature of + Tiny or larger size enters the warded area or touches it. A creature that speaks + the password (determined by you at the time of casting) does not set off the alarm. + You decide at the time of casting whether the alarm will be mental or audible + in nature. + duration: 2 hours/level (D) + effect: null + level: bard 1, inquisitor 1, ranger 1, psychic 1, sorcerer/wizard 1, summoner/unchained + summoner 1; Subdomain ambush 1, home 1; Bloodline destined 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: abjuration + spell_resistance: 'no' + target: null +Alchemical Allocation: + area: null + casting_time: 1 standard action + components: S + description: + - This extract causes a pale aura to emanate from your mouth. + duration: 1 round + effect: null + level: alchemist 2 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: null +Alchemical Tinkering: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You transform one alchemical item or firearm into another alchemical item or\ + \ firearm of the same or lesser cost. Magic Items are unaffected by this spell.\ + \ At the end of the spell\u2019s duration, alchemical items used while transformed\ + \ are destroyed and do not return to a usable state and firearms transformed revert\ + \ back to their original type." + duration: 1 minute/level + effect: null + level: cleric 2, sorcerer/wizard 1, witch 1 + range: touch + saving_throw: Fort negates (object) + school: transmutation + spell_resistance: 'yes' + target: firearm or alchemical item touched +Align Weapon: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - 'Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose. A + weapon that is aligned can bypass the damage reduction of certain creatures. This + spell has no effect on a weapon that already has an alignment. ' + duration: 1 min./level + effect: null + level: cleric/oracle 2, inquisitor 2; Domain chaos 2, evil 2, good 2, law 2; Subdomain + demodand (chaos, evil) 2 + range: touch + saving_throw: Will negates (harmless, object) + school: transmutation [see text] + spell_resistance: yes (harmless, object) + target: weapon touched or 50 projectiles (all of which must be together at the time + of casting) +Allegro: + area: null + casting_time: 1 standard action + components: V + description: + - "This spell allows you to act more swiftly while maintaining a bardic performance.\ + \ You must already be maintaining a bardic performance before you can cast allegro.\ + \ You gain the benefits of the spell haste for as long as you maintain that bardic\ + \ performance. If you cease maintaining the bardic performance or it is interrupted,\ + \ this spell\u2019s duration ends. As an immediate action while you are maintaining\ + \ a bardic performance, you can dismiss allegro to reroll a Reflex save or Dexterity-based\ + \ skill check. You must choose to reroll before the result of the original roll\ + \ is known. You must take the result of the reroll, even if it\u2019s worse than\ + \ the original roll. Allegro dispels and is dispelled by slow." + duration: 1 round/level (D) or until discharged + effect: null + level: bard 2 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Alleviate Addiction: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - The subject ignores the effects of addictions. The subject can naturally recover + from damage dealt by the drug if she is under the effects of this spell for the + entire duration of her rest. + duration: 1 hour/level + effect: null + level: alchemist 1, cleric 1, druid 1, paladin 1, ranger 1, shaman 1, witch 1 + range: touch + saving_throw: Fort negates; (harmless) + school: conjuration (healing) + spell_resistance: yes (harmless) + target: creature touched +Alleviate Corruption: + area: null + casting_time: 1 minute + components: "V, S, M (rare herbs, incense, and jewels worth 500 gp/the target\u2019\ + s character level or HD)" + description: + - You combat the rising corruption in another creature or advance the long-term + process of exorcising it entirely. This spell has two purposes, and you choose + which application to use at the time of casting. + duration: instantaneous + effect: null + level: cleric 6, psychic 6, shaman 6, spiritualist 6, witch 6 + range: touch + saving_throw: Will negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: one creature other than yourself +Allfood: + area: null + casting_time: 1 standard action + components: V, S, M (a pinch of salt and pepper) + description: + - You can transform one object, weighing up to 5 lbs. per caster level, into an + edible substance that any living creature can chew, swallow, and safely digest. + This allfood always has a bland taste and slightly gooey consistency when chewed + regardless of its original nature. + duration: instantaneous + effect: null + level: ranger 2 + range: touch + saving_throw: Will negates (object) + school: transmutation + spell_resistance: yes (object) + target: null +Allied Cloak: + area: null + casting_time: 1 standard action + components: V, S, F (cloak or outer garment) + description: + - You cause a cloak, shawl, poncho, or other outer garment you are wearing to animate + to aid and defend you. The cloak provides a +2 shield bonus to your AC. In addition, + once each round during your turn, you can take a free action to direct your cloak + to use the aid another action to assist your skill check, attack roll, or AC. + The cloak has an attack bonus or a total skill bonus equal to your caster level + plus your key spellcasting ability score modifier (Charisma for bards, Intelligence + for wizards, and so on). If another creature dons the cloak during the duration, + the cloak provides its protection and aid to the wearer, but it still uses the + same bonus on the aid another actions as if you were the wearer. The cloak cannot + take any other type of action. + duration: 1 round/level + effect: null + level: bard 3, bloodrager 3, magus 3, occultist 2, sorcerer/wizard 3, summoner 3 + range: personal + saving_throw: none + school: abjuration + spell_resistance: 'no' + target: you +Alluring Spores: + area: 20-ft.-radius spread + casting_time: 1 standard action + components: V, S, M/DF (a clump of pollen) + description: + - This spell creates a burst of spores that weaken the mind. + duration: 1 minute/level + effect: null + level: druid 2, hunter 2, shaman 2, witch 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Fort negates + school: conjuration (creation) + spell_resistance: 'yes' + target: null +Ally Across Time: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You create one or more 5-foot cubes of temporal possibility where your timeline\ + \ overlaps with those of your parallel existences. As a free action, you can summon\ + \ a duplicate of yourself (not including any animal companions, familiars, intelligent\ + \ items, or other creatures) from an alternate timeline in one of the cubes you\ + \ can see, which lasts until the end of your turn. This duplicate has your statistics\ + \ (though its hit points equal your caster level), threatens all squares adjacent\ + \ to it, and has any teamwork feats you have. Although the duplicate appears with\ + \ all of the equipment you currently carry, it cannot use any of its equipment\ + \ and all its equipment disappears when the duplicate does. This duplicate cannot\ + \ voluntarily move from the space in which it\u2019s summoned. During its brief\ + \ existence, a duplicate can use the aid another action once to assist you, but\ + \ it cannot take any other type of action. Once a duplicate disappears, the cube\ + \ of temporal possibility it occupied dissipates." + duration: 1 round/level + effect: one 5-ft. cube of temporal possibility/2 levels + level: arcanist 2, bard 2, cleric/oracle 2, hunter 1, inquisitor 2, medium 1, psychic + 2, ranger 1, skald 2, sorcerer/wizard 2, warpriest 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: conjuration (summoning) + spell_resistance: 'no' + target: null +Alpha Instinct: + area: null + casting_time: 10 minutes + components: V, S, M (a bit of musk from an alpha wolf or another socially dominant + animal ) + description: + - "Animals perceive you as a social superior. the starting attitude of animals you\ + \ interact with improves by one step, and you gain a +2 morale bonus on Handle\ + \ Animal checks. Helpful animals provide simple assistance (such as using the\ + \ aid another action on skill checks they understand) as long as the spell lasts,\ + \ but they flee from attacks and do not support you in combat. At one point during\ + \ the spell\u2019s duration, you can issue a nonverbal command to helpful animals\ + \ within 60 feet to forage for you; the animal or animals immediately head out\ + \ into the wilderness to do just that. After 1 hour, the animals return to the\ + \ location where you issued the command to make you an offering of edible food\ + \ sufficient for one meal for you and a number of others equal to your caster\ + \ level." + duration: 1 hour/level (D) + effect: null + level: bard 3, druid 2, medium 2, mesmerist 3, ranger 2, shaman 2 + range: personal + saving_throw: null + school: enchantment (charm) [mind-affecting] + spell_resistance: null + target: you +Alter Musical Instrument: + area: null + casting_time: 1 standard action + components: V, S, F (an instrument) + description: + - "You alter an instrument so it sounds like a different kind of instrument you\ + \ are familiar with. The change could be minor (such as making a lute sound like\ + \ a guitar) or major (making a keyboard sound like drums). All other aspects of\ + \ the instrument\u2014such as volume, pitch, and how it is played\u2014are unchanged.\ + \ For example, a piccolo made to sound like an organ is no louder than a normal\ + \ piccolo, can produce only high notes in the piccolo range, and is a wind instrument. " + duration: 1 hour/level (D) + effect: null + level: bard 1, sorcerer/wizard 1, witch 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fort negates (object) + school: illusion (figment) + spell_resistance: yes (object) + target: one musical instrument +Alter River: + area: null + casting_time: 1 standard action + components: S, V, M (silt from a dry riverbed) + description: + - "You alter the flow of water in a natural freshwater channel such as a river,\ + \ stream, or waterfall. The first version of this spell alters the speed of a\ + \ river\u2019s flow. The second diverts the course of the targeted river." + duration: 1 minute/level (D) + effect: null + level: cleric 4, druid 4, sorcerer/ wizard 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: transmutation [water] + spell_resistance: 'no' + target: area of river up to 5 ft. wide/2 levels and 10 ft. long/level +Alter Self: + area: null + casting_time: 1 standard action + components: V, S, M (a piece of the creature whose form you plan to assume) + description: + - 'When you cast this spell, you can assume the form of any Small or Medium creature + of the humanoid type. If the form you assume has any of the following abilities, + you gain the listed ability: darkvision 60 feet, low-light vision, scent, and + swim 30 feet.' + duration: 1 min./level (D) + effect: null + level: alchemist 2, bard 2, magus 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained + summoner 2, witch 2 + range: personal + saving_throw: null + school: transmutation (polymorph) + spell_resistance: null + target: you +Alter Summoned Monster: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You swap a creature summoned by a conjuration (summoning) spell for a creature\ + \ you could summon with a summon monster or summon nature\u2019s ally spell. The\ + \ new creature must be an option from a spell of the same level or lower as the\ + \ spell that summoned the target. The new creature cannot be summoned into an\ + \ environment that cannot support it. The target can attempt a Will saving throw\ + \ to negate this effect, but if the target is under your control, it receives\ + \ no saving throw. Alter summoned monster does not alter the duration of the spell\ + \ that summoned the target, nor does it affect any additional creatures summoned\ + \ by the same spell as the target. The new creature has the same conditions and\ + \ amount of damage as the target creature, and remains affected by all curses,\ + \ diseases, poisons, and penalties that affected the target, but no other spells\ + \ or effects carry over. Alter summoned monster is a spell of the same alignment\ + \ type or types as the creature for which you exchange the target. An eidolon\ + \ can\u2019t be targeted by this spell." + duration: instantaneous + effect: null + level: antipaladin 2, bard 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, summoner + 2, witch 2 + range: close (25 ft. + 5 ft./ 2 levels) + saving_throw: Will negates + school: conjuration (summoning) + spell_resistance: 'yes' + target: one summoned creature +Alter Winds: + area: immobile 10-ft.-radius emanation + casting_time: 1 minute + components: V, S + description: + - "You subtly enhance or diminish the effects of natural winds within the spell\u2019\ + s area, which is an immobile emanation around a point touched by you as the spell\ + \ is cast. Within the area, natural (but not magical) wind effects are either\ + \ increased or decreased by one step in intensity. The maximum wind force you\ + \ can affect with this spell is based on your caster level, as shown on the table\ + \ below. Alter winds has no effect on magical wind effects." + duration: 1 hour/level + effect: null + level: druid 1, sorcerer/wizard 1; Elemental School air 1, wood 1; Mystery wind + 1 + range: touch + saving_throw: Will negates + school: transmutation [air] + spell_resistance: 'yes' + target: null +Amnesia: + area: null + casting_time: 1 round + components: V, S + description: + - You cause the target to lose most of its memories; its skills, its past, and even + its name become mysteries to it. While the target can build new memories, it has + trouble accessing those gained before falling victim to the spell. The target + can still speak and read any languages it knows and perform basic tasks, but it + loses all class abilities, feats, and skill ranks gained before being affected + by amnesia. It retains its base attack bonus, saving throws bonuses, Combat Maneuver + Bonus, Combat Maneuver Defense, total experience points, Hit Dice, and hit points. + If the target gains a character level while suffering from amnesia, it can use + any abilities gained by that class level normally. If the class level it gained + was from a class in which it already has levels, it gains the abilities of a 1st-level + character of that class, even though it is technically of a higher level in that + class. + duration: instantaneous + effect: null + level: arcanist 4, bard 4, medium 3, mesmerist 4, psychic 4, skald 4, sorcerer/wizard + 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one living creature +Amplify Elixir: + area: null + casting_time: 1 standard action + components: S + description: + - This extract greatly enhances the effects of any potion or elixir you consume. + For the duration of this extract, any potion or elixir you consume is treated + as if it were empowered. Increase all variable numeric effects of the potion or + elixir by half. If the potion or elixir does not have any variable numeric effects, + it is instead treated as if it were extended (double the duration of the potion + or elixir). If the potion or elixir does not have any variable numeric effects, + or has an instantaneous duration, amplify elixir has no effect. Amplify elixir + affects oils that target you, but it has no effect on oils that target your equipment. + duration: 1 round/level + effect: null + level: alchemist 3 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: null +Amplify Stench: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You amplify your natural stench special ability\u2014its save DC increases by\ + \ 2, and creatures that fail their saving throws against your stench become nauseated\ + \ rather than sickened. If your stench ability normally causes a creature to become\ + \ nauseated (such as with the foul stench ability), the radius of your stench\ + \ doubles instead. This spell has no effect if you don\u2019t possess the stench\ + \ special ability." + duration: 10 minutes/level + effect: null + level: cleric 2, druid 2, oracle 2, psychic 2, shaman 2, sorcerer/wizard 2 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Analyze Aura: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You peer into the aura of one target creature or object, gaining valuable information\ + \ about its condition and nature. Each round, choose one of the target\u2019s\ + \ four auras. This spell functions similarly to the read aura occult skill unlock,\ + \ but doesn\u2019t require checks and returns results on all the target\u2019\ + s auras in an instant." + duration: concentration , up to 1 round/level + effect: null + level: medium 2, mesmerist 3, occultist 2, psychic 3, spiritualist 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: divination + spell_resistance: 'no' + target: one creature or object +Analyze Dweomer: + area: null + casting_time: 1 standard action + components: V, S, F (a ruby and gold lens worth 1,500 gp) + description: + - You can observe magical auras. Each round, you may examine a single creature or + object that you can see as a free action. In the case of a magic item, you learn + its functions (including any curse effects), how to activate its functions (if + appropriate), and how many charges are left (if it uses charges). In the case + of an object or creature with active spells cast upon it, you learn each spell, + its effect, and its caster level. + duration: 1 round/level (D) + effect: null + level: "alchemist 6, bard 6, sorcerer/wizard 6, witch 6; Domain [subdomain]\_Magic\ + \ [arcane] 6" + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none or Will negates, see text + school: divination + spell_resistance: 'no' + target: null +Ancestral Communion: + area: null + casting_time: 1 minute + components: V, S, F/DF (stone or metal image of your ancestor) + description: + - You contact the spirits of your ancestors and use their great wisdom to bolster + your own knowledge. Consulting with the spirits is a full-round action. If you + consult with the spirits before making a Knowledge check, you gain a +4 insight + bonus on the check. If you have already failed at a Knowledge check, you may consult + with your ancestors and make another attempt. The insight bonus on these checks + increases to +6 at caster level 7th and +8 at caster level 11th. You may consult + with the spirits for this purpose as often as you like while the spell remains + in effect. Only you can hear the spirits speak to you. + duration: 1 minute/level + effect: null + level: bard 2, cleric/oracle 2 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Ancestral Gift: + area: null + casting_time: 1 standard action + components: V, S, F/DF (stone or metal image of your ancestor) + description: + - A ghostly manifestation of one of your ancestors appears before you bearing a + weapon of your choice in its hands. The weapon may be any simple, martial, or + dwarven weapon. It has a +1 enhancement bonus and one weapon special ability (your + choice) from Magic Weapons with a price equivalent to a +1 bonus (if the weapon + is a double weapon, the ability and the enhancement bonus only apply to one end, + or the weapon can have a +1 enhancement bonus on both ends but no other magical + abilities). + duration: 10 minutes/level + effect: magical weapon + level: bard 4, cleric/oracle 4 + range: personal + saving_throw: null + school: conjuration (summoning) + spell_resistance: null + target: null +Ancestral Memory: + area: null + casting_time: 1 standard action + components: V, S + description: + - When you cast this spell, you open your mind to the vast experiences of your ancestors + in the hope of learning something pertinent about your current situation. The + chance of successfully finding an ancestral memory that is pertinent is equal + to 70% + your caster level. Failure indicates you merely gain a +5 insight bonus + on all Intelligence-based skill checks for the duration of the spell. + duration: 1 round/level + effect: null + level: alchemist 5, cleric/oracle 5, druid 4, shaman 5 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Ancestral Regression: + area: null + casting_time: 1 standard action + components: V, S + description: + - The target drow transforms into a surface elf. The drow loses her darkvision and + light-blindness racial traits and gains the low-light vision racial trait in their + place. The alignment and personality of the drow are not affected by the transformation, + but the spell conceals her alignment as an undetectable alignment spell. The spell + grants the target a +10 bonus on Disguise checks to pass as an elf, though she + appears to be an elven analog of herself and can be recognized as such by other + drow who know her. + duration: 24 hours (D) + effect: null + level: alchemist 2, antipaladin 3, cleric 2, psychic 2, sorcerer/wizard 3, witch + 2 + range: touch + saving_throw: Will negates (harmless) + school: transmutation (polymorph) + spell_resistance: yes (harmless) + target: willing drow touched +Anchored Step: + area: null + casting_time: 1 standard action + components: V, S, M (a bit of oak root) + description: + - Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring + you to the ground and making it more difficult for others to move you against + your will. These tendrils dig into any surface, but leave no trace of your passing. + You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition, + and trip combat maneuvers, as well as any other effect that would move you from + your current position (such as being swallowed whole) or knock you prone. The + tendrils slow your movement, however; your speed is reduced by 10 feet (to a minimum + of 5 feet). This spell has no effect if you are moving without touching the ground + (climbing, flying, swimming, and so on). + duration: 10 minutes/level (D) + effect: null + level: alchemist 3, druid 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Angelic Aspect: + area: null + casting_time: 1 standard action + components: V, S + description: + - You take on an aspect of an angelic being, including some of its physical characteristics. + duration: 1 minute/level (D) + effect: null + level: cleric 2, paladin 2, sorcerer/wizard 2 + range: personal + saving_throw: none + school: transmutation [good] + spell_resistance: 'no' + target: you +Animal Ambassador: + area: null + casting_time: 10 minutes + components: V, S, M (a morsel of food the animal likes) + description: + - "You compel a single animal to travel to a spot you designate and deliver a message\ + \ to a creature you identify. This spell is similar to animal messenger, but can\ + \ affect larger animals. In addition, the target animal is temporarily awakened\ + \ to sentience (as the awaken spell) for the duration of this spell, and it can\ + \ use its increased mental acuity to come up with creative solutions to overcome\ + \ obstacles to delivering its message. The awakened target animal speaks any one\ + \ language you know. In addition, you can imbue the animal with up to 5 ranks\ + \ in any of the following skills: Bluff, Diplomacy, Knowledge (local), Knowledge\ + \ (nobility), Linguistics, or Sense Motive. It treats any of these skills that\ + \ are class skills for you as class skills. The number of ranks you imbue in any\ + \ of these skills can\u2019t exceed the target animal\u2019s Hit Dice nor the\ + \ number of ranks you possess in that skill." + duration: 1 day/level or until message is delivered + effect: null + level: bard 4, druid 4, ranger 3, shaman 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none (see text) + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'no' + target: one Medium or smaller animal +Animal Aspect: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a part of the animal) + description: + - You gain some of the beneficial qualities of an animal. Your base form is largely + unchanged and your size is unaltered, but some of your body parts are altered. + Armor or gear you are wearing adjusts to your new shape for the duration of the + spell. When you cast animal aspect, choose one of the following animals to gain + the associated benefits. You can only have one animal aspect or greater animal + aspect spell active on you at a time. + duration: 1 minute/level (D) + effect: null + level: alchemist 2, bloodrager 2, druid 2, magus 2, psychic 2, ranger 2, sorcerer/wizard + 2 + range: personal + saving_throw: none + school: transmutation (polymorph) + spell_resistance: yes (harmless) + target: you +Animal Growth: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The target animal grows to twice its normal size and eight times its normal weight.\ + \ This alteration changes the animal\u2019s size category to the next largest,\ + \ grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and\ + \ thus an extra 2 hit points per HD), and imposes a -2 size penalty to Dexterity.\ + \ The creature\u2019s existing natural armor bonus increases by 2. The size change\ + \ also affects the animal\u2019s modifier to AC, attack rolls, and its base damage.\ + \ The animal\u2019s space and reach change as appropriate to the new size, but\ + \ its speed does not change. If insufficient room is available for the desired\ + \ growth, the creature attains the maximum possible size and may make a Strength\ + \ check (using its increased Strength) to burst any enclosures in the process.\ + \ If it fails, it is constrained without harm by the materials enclosing it\u2013\ + the spell cannot be used to crush a creature by increasing its size." + duration: 1 min./level + effect: null + level: druid 5, ranger 4, shaman 5, sorcerer/wizard 5; Domain scalykind 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: Fortitude negates + school: transmutation + spell_resistance: 'yes' + target: one animal (Gargantuan or smaller) +Animal Messenger: + area: null + casting_time: 1 minute + components: V, S, M (a morsel of food the animal likes) + description: + - You compel a Tiny animal to go to a spot you designate. The most common use for + this spell is to get an animal to carry a message to your allies. The animal cannot + be one tamed or trained by someone else, including such creatures as familiars + and animal companions. + duration: 1 day/level + effect: null + level: bard 2, druid 2, psychic 2, ranger 1, shaman 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none; see text + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one tiny animal +Animal Purpose Training: + area: null + casting_time: 1 minute + components: V, S, M (a swatch of black cloth) + description: + - "You instill the target animal with a general purpose (see the Handle Animal skill),\ + \ which can be any purpose except combat training\u2014fighting, guarding, heavy\ + \ labor, hunting, performance, or riding. This purpose supersedes the animal\u2019\ + s previous trained purpose and any tricks it knows. When the spell ends, the animal\ + \ reverts to its previous trained purpose and known tricks." + duration: 1 hour/level + effect: null + level: antipaladin 1, bard 2, druid 2, inquisitor 1, paladin 1, psychic 1, ranger + 1, shaman 2, witch 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one indifferent or friendly animal +Animal Shapes: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - As beast shape III, except you change the form of up to one willing creature per + caster level into an animal of your choice; the spell has no effect on unwilling + creatures. All creatures must take the same kind of animal form. Recipients remain + in the animal form until the spell expires or until you dismiss it for all recipients. + In addition, an individual subject may choose to resume its normal form as a full-round + action; doing so ends the spell for that subject alone. + duration: 1 hour/level (D) + effect: null + level: druid 8, shaman 8; Domain animal 7, scalykind 8; Mystery nature 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; Domain scalykind 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting, sonic] + spell_resistance: 'yes' + target: null +Animate Dead: + area: null + casting_time: 1 standard action + components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead) + description: + - This spell turns corpses into undead skeletons or zombies that obey your spoken + commands. + duration: instantaneous + effect: null + level: antipaladin 3, cleric/oracle 3, shaman 3, sorcerer/wizard 4; Domain death + 3; Subdomain souls 3; Mystery bones 3 + range: touch + saving_throw: none + school: necromancy [evil] + spell_resistance: 'no' + target: one corpse +Animate Objects: + area: null + casting_time: 1 standard action + components: V, S + description: + - You imbue inanimate objects with mobility and a semblance of life. Each such animated + object then immediately attacks whomever or whatever you initially designate. + duration: 1 round/level + effect: null + level: bard 6, cleric/oracle 6, witch 6; Domain chaos 6; Subdomain flotsam 6 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: null +Animate Plants: + area: null + casting_time: 1 standard action + components: V + description: + - 'You imbue inanimate plants with mobility and a semblance of life. Each animated + plant then immediately attacks whomever or whatever you initially designate as + though it were an animated object of the appropriate size category. You may animate + one Large or smaller plant, or a number of larger plants as follows: a Huge plant + counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal + plant as eight. You can change the designated target or targets as a move action, + as if directing an active spell.' + duration: 1 round/level or 1 hour/level; see text + effect: null + level: druid 7, shaman 7; Domain plant 7 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: null +Animate Rope: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You can animate a nonliving rope-like object. The maximum length assumes a rope\ + \ with a 1-inch diameter. Reduce the maximum length by 50% for every additional\ + \ inch of thickness, and increase it by 50% for each reduction of the rope\u2019\ + s diameter by half." + duration: 1 round/level + effect: null + level: bard 1, psychic 1, sorcerer/wizard 1; Domain artifice 1; Elemental School + wood 1 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: one rope-like object, length up to 50 ft. + 5 ft./level; see text +Animus Mine: + area: null + casting_time: 1 standard action + components: V, S + description: + - You implant a mental mine within your psyche that triggers against anyone attempting + to manipulate your thoughts. + duration: 1 hour/level or until discharged + effect: null + level: mesmerist 2, psychic 2 + range: personal + saving_throw: Will negates (harmless) + school: abjuration [mind-affecting] + spell_resistance: 'no' + target: null +Anonymous Interaction: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You cause the targets to forget all but the most general information about you.\ + \ If they saw you or interacted with you, they still remember your presence and\ + \ your general shape (such as humanoid), as well as the gist of your interactions\ + \ with them (such as \u201CShe was asking about the queen\u201C), but they don\u2019\ + t remember specifically what you said, details of your appearance, or any identifying\ + \ information about you. This spell targets any memories of you in the minute\ + \ preceding its casting, but is otherwise permanent." + duration: permanent (see text) + effect: null + level: bard 2, psychic 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature/level, no two of which can be more than 30 ft. apart +Ant Haul: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a small pulley) + description: + - "The target\u2019s carrying capacity triples. This does not affect the creature\u2019\ + s actual Strength in any way, merely the amount of material it can carry while\ + \ benefiting from this spell. It also has no effect on encumbrance due to armor.\ + \ If the creature wears armor it still takes the normal penalties for doing so\ + \ regardless of how much weight the spell allows it to carry." + duration: 2 hours/level + effect: null + level: alchemist 1, cleric/oracle 1, druid 1, psychic 1, ranger 1, sorcerer/wizard + 1, summoner/unchained summoner 1 + range: touch + saving_throw: Fortitude negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: null +Anthropomorphic Animal: + area: null + casting_time: 1 standard action + components: V, S, M (a humanoid thumb bone) + description: + - "You transform the touched animal into a bipedal hybrid of its original form with\ + \ a humanoid form, similar to how a lycanthrope\u2019s hybrid form is a mix of\ + \ a humanoid and animal form. The animal\u2018s size, type, and ability scores\ + \ do not change. It loses its natural attacks except for bite (if it had one as\ + \ an animal), all types of movement other than its land speed, and special attacks\ + \ that rely on its natural attacks. One pair of its limbs is able to manipulate\ + \ objects and weapons as well as human hands do; limbless animals like snakes\ + \ temporarily grow a pair of arms. The creature\u2019s Intelligence increases\ + \ to 3, and it gains the ability to speak one language you know. It is not considered\ + \ proficient in any manufactured weapons. It can attack with unarmed strikes,\ + \ dealing unarmed strike damage for a creature of its size (unless it has a bite\ + \ attack, which is a natural attack)." + duration: 1 hour/level + effect: null + level: druid 3, sorcerer/wizard 3, witch 3 + range: touch + saving_throw: Fortitude negates + school: transmutation (polymorph) + spell_resistance: 'yes' + target: animal touched +Anti-Incorporeal Shell: + area: 10-ft.-radius emanation centered on you + casting_time: 1 round + components: V, S, DF + description: + - You bring into being a mobile, hemispherical energy field that incorporeal creatures + cannot enter. + duration: 1 minute/level (D) + effect: null + level: cleric 4, shaman 4, witch 4 + range: 10 ft. + saving_throw: none + school: abjuration + spell_resistance: 'yes' + target: null +Anti-Summoning Shield: + area: 50-ft.-radius + casting_time: 1 standard action + components: V + description: + - Within the area of effect, this spell impedes the use of spells of the summoning + subschool and other effects that summon creatures. + duration: 1 minute/level (D) + effect: null + level: bard 2, inquisitor 3, sorcerer/wizard 2, summoner 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: abjuration + spell_resistance: 'yes' + target: null +Anticipate Peril: + area: null + casting_time: 1 standard action + components: V, S + description: + - "A creature affected by anticipate peril gains a preternatural sense of danger.\ + \ The first time during this spell\u2019s duration that the target has to make\ + \ an initiative check, the creature adds an insight bonus on that initiative check\ + \ equal to the spell\u2019s caster level (maximum +5). Once this bonus applies,\ + \ the effects of the spell end." + duration: 1 minute/level or until activated + effect: null + level: alchemist 1, bard 1, psychic 1, ranger 1, sorcerer/ wizard 1 + range: touch + saving_throw: Will negates + school: divination + spell_resistance: 'yes' + target: creature touched +Anticipate Thoughts: + area: null + casting_time: 1 standard action + components: V + description: + - "This spell taps into the target\u2019s mind so you get an impression of the actions\ + \ it will take. You gain a +2 insight bonus to AC against the target\u2019s attacks.\ + \ If the target fails its Will save, you also see how the target will react to\ + \ your attacks, and the bonus applies on your attack rolls and damage rolls against\ + \ the target. These bonuses apply only while the target is within range of the\ + \ spell, though if it goes out of range, the bonuses return once it\u2019s back\ + \ in range. Whenever the target misses you with an attack, the spell\u2019s bonuses\ + \ increase by 1 until the spell ends (to a maximum of +5)." + duration: 1 round/level + effect: null + level: bard 2, inquisitor 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2, + witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will partial + school: divination [mind-affecting] + spell_resistance: 'yes' + target: one creature +Antilife Shell: + area: 10-ft.-radius emanation, centered on you + casting_time: 1 round + components: V, S, DF 1 round + description: + - You bring into being a mobile, hemispherical energy field that prevents the entrance + of most types of living creatures. + duration: 1 min./level (D) + effect: null + level: cleric/oracle 6, druid 6, shaman 6; Domain animal 6; Subdomain souls 6 + range: 10 ft. + saving_throw: none + school: abjuration + spell_resistance: 'yes' + target: null +Antimagic Field: + area: 10-ft.-radius emanation, centered on you + casting_time: 1 standard action + components: V, S, M/DF (pinch of powdered iron or iron filings) + description: + - An invisible barrier surrounds you and moves with you. The space within this barrier + is impervious to most magical effects, including spells, spell-like abilities, + and supernatural abilities. Likewise, it prevents the functioning of any magic + items or spells within its confines. + duration: 10 min./level (D) + effect: null + level: cleric/oracle 8, sorcerer/wizard 6; Domain magic 6, protection 6; Mystery + dragon 6, spellscar 6 + range: 10 ft. + saving_throw: none + school: abjuration + spell_resistance: see text + target: null +Antipathy: + area: null + casting_time: 1 hour + components: V, S, M/DF (a lump of alum soaked in vinegar) + description: + - You cause an object or location to emanate magical vibrations that repel either + a specific kind of intelligent creature or creatures of a particular alignment, + as defined by you. The kind of creature to be affected must be named specifically. + A creature subtype is not specific enough. Likewise, the specific alignment to + be repelled must be named. + duration: 2 hours/level (D) + effect: null + level: druid 9, sorcerer/wizard 8, summoner 6, witch 8 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will partial + school: enchantment (compulsion) [emotion, mind-affecting] + spell_resistance: 'yes' + target: one location (up to a 10-ft. cube/level) or one object +Antiplant Shell: + area: 10-ft.-radius emanation, centered on you + casting_time: 1 standard action + components: V, S, DF + description: + - The antiplant shell spell creates an invisible, mobile barrier that keeps all + creatures within the shell protected from attacks by plant creatures or animated + plants. As with many abjuration spells, forcing the barrier against creatures + that the spell keeps at bay strains and collapses the field. + duration: 1 min./level (D) + effect: null + level: druid 4 + range: 10 ft. + saving_throw: none + school: abjuration + spell_resistance: 'yes' + target: null +Antitech Field: + area: null + casting_time: 1 standard action + components: V, S, M/DF (pinch of rust) + description: + - You bring into being a mobile, hemispherical energy field that prevents technological + objects, signals, and creatures from entering. + duration: 1 minute/level (D) + effect: null + level: druid 6, sorcerer/wizard 7 + range: 10 ft. + saving_throw: Fortitude partial (see text) + school: abjuration + spell_resistance: 'yes' + target: 10-ft.-radius emanation centered on you +Antithetical Constraint: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You constrain the target such that the target automatically misses with all attacks\ + \ made against creatures that are not of the opposite alignment of it. For example,\ + \ a lawful evil target would automatically fail at all attacks except those made\ + \ against chaotic good creatures, and a neutral good target would automatically\ + \ fail at all attacks except those made against neutral evil creatures. For the\ + \ purposes of antithetical constraint, creatures that are chaotic evil, chaotic\ + \ good, lawful evil, or lawful good are all considered to have the opposite alignment\ + \ of a target whose alignment is neutral with no other alignment components. This\ + \ restriction doesn\u2019t apply to effects that do not require attack rolls,\ + \ such as magic missile." + duration: 1 round/level + effect: null + level: bard 4, sorcerer/wizard 4, witch 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one living creature +Antitoxin Touch: + area: null + casting_time: 1 standard action + components: V, S, M (a small drop of antitoxin ) + description: + - "The target\u2019s skin secretes a small amount of venom-resistant oils for the\ + \ spell\u2019s duration. The target cannot accidentally poison itself while applying\ + \ poison. Additionally, the target does not risk exposure to a creature\u2019\ + s poison when attempting to milk venom." + duration: 1 round/level + effect: null + level: alchemist 1, druid 1, ranger 1, shaman 1, witch 1 + range: touch + saving_throw: Fort negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: creature touched +Anywhere But Here: + area: null + casting_time: 1 standard action + components: V + description: + - "This spell functions similarly to plane shift, but instead of transporting the\ + \ targets to a destination near an intended location on a specific plane, anywhere\ + \ but here transports affected creatures to a random plane. A creature can be\ + \ affected by anywhere but here only if it is currently not on its home plane\ + \ (although targets can, by chance, end up traveling to their home plane as a\ + \ result of this spell). Subjects always appear in a location that is not inherently\ + \ harmful, but the exact destination is otherwise random. The specific plane is\ + \ determined by the table below; the location on the destination plane where the\ + \ transported creatures arrive is completely subject to the GM\u2019s whim." + duration: instantaneous + effect: null + level: magus 4, psychic 4, sorcerer/wizard 4, summoner 4, witch 4 + range: touch + saving_throw: Will negates (harmless) + school: conjuration (teleportation) + spell_resistance: 'no' + target: you and up to four willing creatures, none of whom can be on their home + plane +Apathy: + area: null + casting_time: 1 standard action + components: S, V, M (a shiny bead) + description: + - "You cause a creature to temporarily lose interest in a passion or pursuit, taking\ + \ the heat off your trail to facilitate a getaway, the finalization of a scheme,\ + \ or the elimination of incriminating evidence. When casting the spell, you designate\ + \ a subject or activity about which the target becomes indifferent. While under\ + \ the effects of apathy, the target takes a \u20135 penalty on all skill checks\ + \ and ability checks to investigate, pursue, or otherwise advance its goals in\ + \ relation to the designated subject. In most cases, however, the target does\ + \ not attempt such checks if they can be avoided, as it simply has no interest\ + \ in putting effort into the endeavor." + duration: 1 hour/level + effect: null + level: bard 4, mesmerist 4, psychic 5, sorcerer/ wizard 5, witch 5 + range: long (400 ft. + 40 ft./level) + saving_throw: Will negates + school: enchantment (compulsion) [emotion, mind-affecting] + spell_resistance: 'yes' + target: one creature +Ape Walk: + area: null + casting_time: 1 standard action + components: V, S, M (an ape or monkey paw) + description: + - The subject can climb as well as an ape or monkey, gaining a climb speed of 30 + feet and a +8 racial bonus on Climb skill checks. The affected creature must have + her hands free to climb in this manner. In addition, as long as she has 10 feet + of space in which to make a running start, the subject can make a long jump of + up to 10 feet without making an Acrobatics check (an Acrobatics check is still + required to jump longer distances). + duration: 10 minutes/level + effect: null + level: druid 3, ranger 2, sorcerer/wizard 3 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: creature touched +Aphasia: + area: null + casting_time: 1 standard action + components: V, S + description: + - You render the target unable to understand any language, including spoken language, + written language, sign language, gestures attempting to mimic a crude language, + or even truespeech and telepathy. The affected creature is unable to communicate, + use command words, cast spells with verbal components, or use any other abilities + that requires language. + duration: 1 round/level + effect: null + level: bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1, witch 1 + range: close (25 ft.+ 5 ft./2 levels) + saving_throw: Will negates (see text) + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Apparent Master(3.5E): + area: null + casting_time: 1 standard action + components: V, S + description: + - This charm makes a construct regard you as its master. The spell only affects + mindless constructs that are attuned to the commands of a master, such as animated + objects, golems, retrievers, and shield guardians. All constructs with Intelligence + scores, even those that explicitly follow the commands of their creator, such + as an homunculus, are unaffected. If the construct is currently being threatened + or attacked by you or your allies it receives a +5 bonus on its saving throw. + duration: 1 hour/level + effect: null + level: bard 4, sorcerer/wizard 5 + range: Close (25 ft. +5 ft./2 levels) + saving_throw: Will negates + school: enchantment + spell_resistance: 'Yes' + target: One construct ; see text +Appearance of Life: + area: null + casting_time: 1 round + components: V, S, M (one Tiny or larger living creature) + description: + - "The illusion makes undead creatures of Medium size or smaller appear as if they\ + \ were living humanoid creatures. You can target a number of undead creatures\ + \ whose total number of Hit Dice is no greater than twice your caster level. When\ + \ you create the illusion, you choose the races, genders, and attire for the undead\ + \ creatures. Additionally, the illusion makes the undead creatures\u2019 movements\ + \ appear lifelike (two shuffling zombies could be made to appear as two strolling\ + \ lovers). The illusion doesn\u2019t create smell, sound, texture, or temperature.\ + \ Undead with Intelligence scores can attempt a saving throw to negate the effect\ + \ of the spell, but mindless undead do not. Any creatures interacting with the\ + \ illusion receive a saving throw to disbelieve the illusion." + duration: 10 minutes/level (D) + effect: null + level: cleric/oracle 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 3, spiritualist + 3, witch 3 + range: long (400 ft. + 40 ft./ caster level ) + saving_throw: Will disbelief or Will negates (see text) + school: illusion (glamer) [evil] + spell_resistance: 'no' + target: one or more undead creatures +Apport Animal: + area: null + casting_time: null + components: null + description: + - This spell functions like apport object except the target is an animal. Only normal, + non-magical creatures of the animal type can be teleported. + duration: null + effect: null + level: druid 3, medium 3, mesmerist 3, psychic 3, ranger 3, sorcerer/wizard 3, summoner + 3, witch 3 + range: null + saving_throw: Will negates + school: conjuration (teleportation) + spell_resistance: 'yes' + target: one touched animal of Tiny or smaller size +Apport Object: + area: null + casting_time: 1 standard action + components: V + description: + - 'This spell allows you to instantaneously transport a small nonliving object from + one location to another. There are two ways to use the spell: sending allows you + to immediately send an object held in your hands to a nearby location, while receiving + permits you to cast the spell ahead of time on an object and summon it to your + location at a later time.' + duration: instantaneous or 1 hour/level + effect: null + level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, + witch 2 + range: touch + saving_throw: null + school: conjuration (teleportation) + spell_resistance: yes (object) + target: one touched object of up to 1 lb. and 1 cu. ft. +Aquatic Cavalry: + area: null + casting_time: 1 round + components: V, S, DF + description: + - You summon a school of hippocampi (one plus one per 3 caster levels, to a maximum + of six at 15th level) to serve as combat-trained mounts. the hippocampi avoid + combat if possible but defend themselves if attacked. If any hippocampus attacks, + the remaining duration of the spell changes from 1 hour per level to 1 round per + level (so if a full 4 hours remained, the hippocampi last for only 4 more rounds). + duration: 1 hour/level (D) + effect: null + level: antipaladin 2, druid 2, paladin 2, ranger 2, shaman 2, summoner 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: conjuration (summoning) + spell_resistance: 'no' + target: null +Aquatic Trail: + area: circle centered on you, with a radius of 100 feet + 10 feet per level + casting_time: 1 standard action + components: V, S + description: + - "You use divination magic to enhance the underwater trails in the area around\ + \ you, allowing you to track creatures through the water as if across soft ground\ + \ as long as they passed through the area less than 1 week ago (this lets you\ + \ notice trails that are much older than normal underwater trails). The spell\u2019\ + s area moves with you, so you can follow the trail through the water over long\ + \ distances. Other creatures can also follow the trail as long as they move with\ + \ you. Because of the plethora of sea creatures in the higher zones, it\u2019\ + s possible that the trail that most interests you will be covered by the trails\ + \ of other aquatic creatures." + duration: 1 hour/level + effect: null + level: druid 3, hunter 2, inquisitor 3, ranger 2, shaman 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: divination [water] + spell_resistance: 'no' + target: null +Aqueous Orb: + area: null + casting_time: 1 standard action + components: V, S, M (a drop of water and a glass bead) + description: + - You create a rolling sphere of churning water that can engulf those it strikes. + The aqueous orb can move up to 30 feet per round, rolling over barriers less than + 10 feet tall. It automatically quenches any non-magical fires and functions as + dispel magic against magical fires as long as those fires are size Large or less. + duration: 1 round/level + effect: 10-ft.-diameter sphere + level: bloodrager 3, druid 3, magus 3, sorcerer/wizard 3, summoner/unchained summoner + 3; Bloodline aquatic 3; Elemental School water 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex negates + school: conjuration (creation) [water] + spell_resistance: 'no' + target: null +Arbitrament: + area: null + casting_time: 1 standard action + components: V + description: + - All chaotic evil, chaotic good, lawful evil, and lawful good creatures within + the area of this spell suffer the following conditions, based on their Hit Dice. + duration: instantaneous + effect: null + level: cleric 7, inquisitor 6 + range: 40 ft. + saving_throw: Will partial, see text + school: evocation [sonic] + spell_resistance: 'yes' + target: non-neutral creatures in a 40-ft.-radius spread centered on you +Arboreal Hammer: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "This spell animates a tree\u2019s branch and directs it against your foes. At\ + \ caster level 10th or lower, you can target a Huge tree. At caster level 11th-15th,\ + \ you can target a Gargantuan tree, and at caster level 16th or higher you can\ + \ target a Colossal tree. The animated branch makes slam attacks with a Strength\ + \ score equal to 10 + your caster level. The branch strikes once per round with\ + \ an attack bonus equal to your caster level + the branch\u2019s Strength modifier,\ + \ adjusted by the appropriate size modifier (+2 for Huge, +4 for Gargantuan, +8\ + \ for Colossal). A Huge tree\u2019s slam deals 2d6 points of damage, a Gargantuan\ + \ tree\u2019s slam deals 3d6 points of damage, and a Colossal tree\u2019s slam\ + \ deals 4d6 points of damage; the tree adds 1-1/2 times its Strength modifier\ + \ to this damage. A Huge tree has reach 15 feet, a Gargantuan has reach 20 feet,\ + \ and a Colossal has reach 30 feet. The tree attacks the creature you designate\ + \ when you cast the spell, and is unable to move. You can direct the tree against\ + \ a new target as a move action. The tree does not gain a bonus for flanking,\ + \ nor can it help another combatant flank. It cannot attack a foe you cannot see." + duration: 1 round/level (D) + effect: null + level: druid 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: one Huge or larger tree +Arcana Theft: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This spell functions as a targeted dispel magic spell, except it only affects\ + \ creatures and it requires a melee touch attack. If the melee touch attack is\ + \ successful and the spell successfully dispels one spell affecting the target,\ + \ that spell is instead transferred to you, treating you as the original target.\ + \ You do not receive a new saving throw or spell resistance check against this\ + \ spell and must accept its affects even if they are not beneficial. This does\ + \ not alter the spell\u2019s duration; for example, if the spell only has 4 rounds\ + \ of duration remaining when it is stolen, it only affects you for 4 rounds. If\ + \ the spell or effect has a duration of permanent, its duration continues for\ + \ 1 hour per caster level of the original caster, after which it ends. The stolen\ + \ spell does not revert to the original target." + duration: instantaneous + effect: null + level: magus 4 + range: null + saving_throw: none + school: abjuration + spell_resistance: 'yes' + target: creature touched +Arcane Cannon: + area: null + casting_time: 1 round + components: V, S, F (an ornate miniature cannon forged with a drop of your blood + that costs 5,000 gp) + description: + - "Your focus becomes a Medium arcane cannon that appears in an unoccupied square\ + \ within the spell\u2019s range. If no unoccupied square is within range, the\ + \ spell fails. The cannon comes into existence loaded. Each round thereafter,\ + \ the cannon can either fire or load. A cannon must be loaded to fire. You do\ + \ not need to supply ammunition for the cannon. On your turn, you can spend a\ + \ move action to direct the cannon to wheel itself to a new location, moving the\ + \ cannon up to 20 feet. If the arcane cannon ever leaves your line of sight, it\ + \ winks out of existence, and the spell\u2019s duration ends. The cannon has a\ + \ range increment of 50 feet. It targets touch attack in the first range increment,\ + \ and it has no misfire chance. The cannon acts as a weapon with the conductive\ + \ special weapon ability, which you can use to channel your spell-like or supernatural\ + \ abilities as long as you are within the range of arcane cannon. The cannon\u2019\ + s attack bonus is equal to your caster level + your Intelligence bonus or your\ + \ Charisma bonus (for wizards or sorcerers, respectively) with an additional +1\ + \ per four caster levels (maximum +5 at 20th level). On a hit, the cannon deals\ + \ 4d10 damage. The arcane cannon attacks have a critical modifier of \xD74." + duration: 1 round/level + effect: one magically animated cannon + level: sorcerer/wizard 7 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: null +Arcane Concordance: + area: 10-ft.-radius emanation centered on you + casting_time: 1 standard action + components: V, S, M (a spent wand ) + description: + - 'A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast + by your allies within its area. Any arcane spell cast by a creature within the + area gains a +1 enhancement bonus to the DC of any saving throws against the spell, + and can be cast as if one of the following metamagic feats was applied to it (without + increasing the spell level or Casting Time): Enlarge Spell, Extend Spell, Silent + Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance).' + duration: 1 round/level + effect: null + level: bard 3 + range: personal + saving_throw: none + school: evocation + spell_resistance: 'no' + target: null +Arcane Disruption: + area: null + casting_time: 1 standard action + components: V, S, M (a pinch of pepper) + description: + - "This spell makes it difficult for the subject to cast arcane spells, use spell-like\ + \ abilities, and use some abilities granted by arcane spellcasting classes. The\ + \ subject must succeed at a concentration check (DC = 10 + 1/2 its caster level)\ + \ in order to cast an arcane spell, use any spell-like ability (even those that\ + \ come from a divine source), use arcane spell completion or spell trigger magic\ + \ items, or use any of the following class features that come from an arcane spellcasting\ + \ class: arcane school powers, arcanist exploits, bardic performances, magus arcana,\ + \ or witch hexes. Spells, spell-like abilities, or class features that take a\ + \ free, swift, or immediate action aren\u2019t affected by this spell, nor are\ + \ mythic spells or mythic powers." + duration: 1 round/level + effect: null + level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [curse, mind-affecting] + spell_resistance: 'yes' + target: one creature +Arcane Eye: + area: null + casting_time: 10 minutes + components: V, S, M (a bit of bat fur) + description: + - " You create an invisible magical sensor that sends you visual information. You\ + \ can create the arcane eye at any point you can see, but it can then travel outside\ + \ your line of sight without hindrance. An arcane eye travels at 30 feet per round\ + \ (300 feet per minute) if viewing an area ahead as a human would (primarily looking\ + \ at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling\ + \ and walls as well as the floor ahead. It sees exactly as you would see if you\ + \ were there. The eye can travel in any direction as long as the spell lasts.\ + \ Solid barriers block its passage, but it can pass through a hole or space as\ + \ small as 1 inch in diameter. The eye can\u2019t enter another plane of existence,\ + \ even through a gate or similar magical portal. You must concentrate to use an\ + \ arcane eye. If you do not concentrate, the eye is inert until you again concentrate." + duration: 1 min./level (D) + effect: magical sensor + level: alchemist 4, sorcerer/wizard 4, witch 4; Subdomain arcane 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; Subdomain wards 1 + range: touch + saving_throw: none + school: abjuration + spell_resistance: 'no' + target: door, chest, or portal touched, up to 30 sq. ft./level in size +Arcane Mark: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell allows you to inscribe your personal rune or mark, which can consist + of no more than six characters. The writing can be visible or invisible. An arcane + mark spell enables you to etch the rune upon any substance without harm to the + material upon which it is placed. If an invisible mark is made, a detect magic + spell causes it to glow and be visible, though not necessarily understandable. + duration: permanent + effect: one personal rune or mark, all of which must fit within 1 sq. ft. + level: magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner + 0, witch 0 + range: touch + saving_throw: none + school: universal + spell_resistance: 'no' + target: null +Arcane Pocket: + area: null + casting_time: 1 standard action + components: V, F (a pocket and a silver button) + description: + - "With a touch, you conjure an extradimensional space inside a pouch or pocket.\ + \ The pocket acts as a bag of holding, except it can hold only 10 pounds per caster\ + \ level. Regardless of what is placed into the pocket, it weighs 3 pounds. Unlike\ + \ a bag of holding, the pocket created by this ability cannot be overloaded or\ + \ ruptured\u2014any additional material simply spills out of the top\u2014nor\ + \ does it have any special interaction with other kinds of extradimensional spaces." + duration: 1 hour/level + effect: extradimensional space up to 1 cu. ft./level + level: sorcerer/wizard 1 + range: touch + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +Arcane Sight: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell makes your eyes glow blue and allows you to see magical auras within + 120 feet of you. The effect is similar to that of a detect magic spell, but arcane + sight does not require concentration and discerns aura location and power more + quickly. + duration: 1 min./level (D) + effect: null + level: alchemist 3, inquisitor 3, magus 3, occultist 3, psychic 3, sorcerer/wizard + 3, witch 3; Elemental School void 3 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +"Archon\u2019s Aura": + area: 20-ft. radius centered on you + casting_time: 1 standard action + components: V, S + description: + - "You gain a powerful aura, similar to an archon\u2019s aura of menace. Any hostile\ + \ creature within a 20-foot radius of you must make a Will save to resist the\ + \ effects of this aura. If the creature fails, it takes a \u20132 penalty on attack\ + \ rolls and saving throws and to Armor Class for the duration of this spell, or\ + \ until it successfully hits you with an attack. A creature that has resisted\ + \ or broken the effect cannot be affected again by this particular casting of\ + \ archon\u2019s aura." + duration: null + effect: null + level: cleric/oracle 3, paladin 3 + range: 20 ft. + saving_throw: Will negates + school: evocation [good, lawful] + spell_resistance: null + target: null +"Archon\u2019s Trumpet": + area: cone-shaped burst + casting_time: 1 standard action + components: V, S + description: + - "Upon hearing a booming report, as if from a trumpet archon\u2019s mighty horn,\ + \ all creatures in the area of the burst are paralyzed for 1d4 rounds." + duration: instantaneous + effect: null + level: bard 5, cleric 7, paladin 4, sorcerer/wizard 7 + range: 30 ft. + saving_throw: Fort negates + school: evocation [good, sonic] + spell_resistance: 'yes' + target: null +"Ardor\u2019s Onslaught": + area: null + casting_time: 1 standard action + components: V, S + description: + - You unleash the power of zealous conviction to smite your enemies with a burst + of pulsing metallic energy. + duration: instantaneous or 1d6 rounds; see text + effect: null + level: cleric 4, inquisitor 4 + range: medium (100 ft. + 10 ft./level) Area 20-ft.-radius burst + saving_throw: Will partial, see text + school: evocation + spell_resistance: 'yes' + target: null +Arid Refuge: + area: null + casting_time: 10 minutes + components: V, S, M (a chip of stone wrapped in cloth) + description: + - You conjure a small stone building on any relatively flat nonliving surface at + least 20 feet square that can support its weight (such as the ocean floor or an + underwater ridge). The outline of a door is marked on one wall of your choice + or on the roof. You and anyone you designate as the spell is cast can pass through + the door, which is actually an opaque membrane of force that keeps the surrounding + atmosphere from entering the structure. + duration: 2 hours/level (D) + effect: 20-ft.-square structure + level: bard 5, sorcerer/wizard 5, witch 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +"Aristocrat\u2019s Nightmare": + area: null + casting_time: 1 standard action + components: V, S, M (a copper piece) + description: + - You temporarily curse a creature so its touch lessens the value of coins it touches. + While under the effects of this curse, whenever the target touches a coin of higher + value than copper piece, that coin changes into a copper piece. The change takes + place over the course of the following minute, allowing the target to interact + with multiple coins before the effect of the curse becomes apparent. The affected + coins are permanently transmuted from their previous material (typically gold + or silver) into copper coins, though remove curse (which can affect up to 50 coins + with a single casting) or a similar spell can restore them to their previous material. + duration: 1 hour/level (see text) + effect: null + level: alchemist 2, bard 2, cleric 3, inquisitor 2, investigator 2, magus 2, occultist + 2, sorcerer/wizard 3, witch 2 + range: touch + saving_throw: Will negates + school: transmutation [curse] + spell_resistance: 'yes' + target: creature touched +Armor Lock: + area: null + casting_time: 1 standard action + components: V, S, M (a pinch of rust) + description: + - "Upon pointing at an armored foe, you cause all of the joints of the target\u2019\ + s armor to stiffen as otherworldly chains wrap around the target." + duration: 1 round/level (D) + effect: null + level: magus 2, sorcerer/wizard 3, witch 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex partial; see text + school: transmutation + spell_resistance: 'yes' + target: one armored creature +Armor of Darkness [3.5E]: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "This spell envelops the target in shadows that can, if you desire, conceal the\ + \ creature\u2019s features." + duration: 10 minutes/level + effect: null + level: darkness 4 + range: touch + saving_throw: Will negates (harmless) + school: abjuration [darkness] + spell_resistance: 'yes' + target: creature touched +Army Across Time: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell functions as ally across time as noted above with two exceptions. + duration: 1 round/level + effect: five 5-ft. cubes of temporal possibility plus one additional cube/level + level: arcanist 5, bard 4, cleric/oracle 5, hunter 3, inquisitor 4, medium 3, psychic + 5, ranger 3, skald 4, sorcerer/wizard 5, warpriest 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: conjuration (summoning) + spell_resistance: 'no' + target: null +Arrow Eruption: + area: 30-ft.-radius burst + casting_time: 1 standard action + components: V, S, M (arrow or crossbow bolt) + description: + - "You create exact duplicates of the arrow or crossbow bolt you used to kill a\ + \ creature in the previous round and launch one at enemy creatures within a 30-foot\ + \ radius of the corpse. You can target one creature per caster level (maximum\ + \ 15) within range of the burst and must make a single attack roll and apply it\ + \ to each arrow. These duplicate arrows possess all the intrinsic magical properties\ + \ of the arrow that killed the original creature as well as those passed on to\ + \ it by your bow. They also enjoy the full benefit of any bonuses or modifiers\ + \ you applied to the attack from other magical items, feats, and class or racial\ + \ features. However, this spell cannot reproduce any spells or other limited-use\ + \ magical effects that you used to enhance that particular attack. This includes\ + \ such effects as the true strike spell, as well as any area spell you might have\ + \ placed on the arrow by means of the arcane archer\u2019s imbue arrow class feature." + duration: instantaneous + effect: null + level: ranger 2, sorcerer/wizard 2 + range: long (400 ft. + 40 ft./level) + saving_throw: none + school: conjuration (creation) + spell_resistance: 'yes' + target: null +Arrow of Law: + area: null + casting_time: 1 standard action + components: V, S, DF (a holy symbol) + description: + - You fire a shimmering arrow of pure order from your holy symbol at any one target + in range as a ranged touch attack. A chaotic creature struck by an arrow of law + takes 1d8 points of damage per two caster levels (maximum 5d8). A chaotic outsider + instead takes 1d6 points of damage per caster level (maximum 10d6) and is dazed + for 1 round. A successful Will save reduces the damage to half and negates the + daze effect. This spell deals only half damage to creatures that are neither chaotic + nor lawful, and they are not dazed. The arrow has no effect on lawful creatures. + duration: instantaneous (1 round); see text + effect: arrow-shaped projectile of lawful energy + level: cleric/oracle 2, paladin 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will partial (see text) + school: evocation [lawful] + spell_resistance: null + target: null +"Artificer\u2019s Curse": + area: null + casting_time: 1 standard action + components: V, S, M (a blank scroll or page from a spellbook ) + description: + - "You temporarily suppress the most powerful qualities of a magical item. This\ + \ item can be any object you suspect bears a magical enchantment, but if the targeted\ + \ item is not magical, your spell has no effect. The spell reduces the object\u2019\ + s caster level by an amount equal to your caster level, to a minimum of 0. If\ + \ the item grants a competence, deflection, enhancement, insight, luck, morale,\ + \ natural armor, profane, resistance, or sacred bonus, the bonus is reduced by\ + \ 1 for every 4 caster levels the item loses. If the item\u2019s caster level\ + \ is reduced to 0, all its magic qualities are suppressed (as if dispelled) for\ + \ the duration of the spell. This spell has no effect on artifacts." + duration: 1 minute/level (D) + effect: null + level: bard 6, cleric 7, inquisitor 6, occultist 6, shaman 7, sorcerer/wizard 7, + witch 7 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (object) + school: transmutation + spell_resistance: 'yes' + target: 1 magical item +Ash Storm: + area: cylinder (40-ft. radius, 20 ft. high) + casting_time: 1 standard action + components: V, S, M/DF (a pinch of ash) + description: + - "Driving ash blocks all sight (even darkvision) within the spell\u2019s area of\ + \ effect, and falling cinders cause the ground in the area to become difficult\ + \ terrain." + duration: 1 round/level + effect: null + level: druid 3, sorcerer/wizard 3, witch 3 + range: long (400 ft. + 40 ft./level) + saving_throw: none + school: conjuration (creation) [fire] + spell_resistance: null + target: null +Ashen Path: + area: null + casting_time: 1 standard action + components: V, S + description: + - You grant the creature touched the ability to breathe with ease air that is contaminated + with ash, spores, smoke, dust, or the like. The creature suffers no ill effects + from natural airborne irritants or contaminants and gains a +4 bonus on saving + throws against magical effects that involve any of these contaminants. In addition, + the creature can see through magical obscuring effects caused by dense ash, smoke, + fog, or similar concealment up to a distance of 60 feet, although this spell does + nothing to enhance sight in dark or shadowy conditions. You can cast this spell + on multiple creatures, but if you do, divide the duration evenly among all the + creatures you touch (to a minimum duration of 10 minutes per target). + duration: 10 minutes/level + effect: null + level: arcanist 2, cleric 2, druid 2, hunter 2, oracle 2, ranger 2, sorcerer 2, + warpriest 2, wizard 2 + range: touch + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: living creature touched +Aspect of the Bear: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You take on an aspect of a bear. You gain a +2 enhancement bonus to natural armor + and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, + and overrun combat maneuvers without provoking attacks of opportunity. + duration: 1 minute/level + effect: null + level: druid 2, ranger 2 + range: personal + saving_throw: null + school: transmutation (polymorph) + spell_resistance: null + target: null +Aspect of the Falcon: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You take on an aspect of a falcon. Your eyes become wide and raptor-like, and + you grow feathers on the sides of your head. You gain a +3 competence bonus on + Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier + for your bows and crossbows becomes 19-20/x3. + duration: 1 minute/level + effect: null + level: druid 1, ranger 1 + range: personal + saving_throw: null + school: transmutation (polymorph) + spell_resistance: null + target: null +Aspect of the Nightingale: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You take on an aspect of a nightingale. Your voice becomes clear and pleasant. + You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus + on Diplomacy checks. Once per minute, if you are subject to a charm effect that + allows a saving throw, you may roll twice and take the more favorable result. + duration: 1 minute/level + effect: null + level: bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman + 1 + range: personal + saving_throw: null + school: transmutation (polymorph) + spell_resistance: null + target: you +Aspect of the Stag: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - When you cast this spell, you take on an aspect of a stag, including some of its + physical characteristics. Your features become elongated and sinewy, and you grow + a set of antlers you can use for defense. You gain a +2 dodge bonus to AC against + attacks of opportunity, your base speed increases by 20 ft., you can move through + any undergrowth (including magically manipulated undergrowth) at your normal speed, + and can even make a 5-foot step within such terrain. + duration: 1 minute/level + effect: null + level: druid 4, ranger 3 + range: personal + saving_throw: null + school: transmutation (polymorph) + spell_resistance: null + target: null +Aspect of the Wolf: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - When you cast this spell, you take on an aspect of a wolf, including some of its + physical characteristics. You become more rugged, your ears become elongated, + and you sprout sharp fangs and fur. + duration: 1 minute/level + effect: null + level: druid 5, ranger 4; Mystery lunar 5 + range: personal + saving_throw: null + school: transmutation (polymorph) + spell_resistance: null + target: null +Assume Appearance: + area: null + casting_time: 1 minute + components: V, S, F (corpse of the deceased creature whose form you plan to assume) + description: + - This spell functions similarly to alter self, except for the following differences. + duration: 1 day/level (D) + effect: null + level: alchemist 3, bard 3, medium 3, mesmerist 3, occultist 3, psychic 3, shaman + 3, sorcerer/wizard 3, spiritualist 3, summoner 3, witch 3 + range: personal + saving_throw: null + school: transmutation (polymorph) + spell_resistance: null + target: you +Assumed Likeness: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You draw upon the memories of the targets to create a visual disguise for yourself\ + \ that only they can see. When you cast the spell, you choose an emotion from\ + \ the table below. Each target perceives you as a creature it feels that way toward.\ + \ If it doesn\u2019t feel that way toward anyone, it instead perceives you as\ + \ a stranger with features likely to evoke that emotion (e.g., if you choose respect,\ + \ a guard who was taught to respect her elders but who currently knows no elders\ + \ might see you as an elderly version of yourself)." + duration: 10 minutes/level (D) + effect: null + level: bard 1, magus 2, medium 1, mesmerist 1, occultist 2, psychic 2, sorcerer/wizard + 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will disbelief + school: illusion (phantasm)) [emotion, mind-affecting] + spell_resistance: 'yes' + target: one creature/level, no two of which can be more than 30 ft. apart +Astral Projection: + area: null + casting_time: 30 minutes + components: V, S, M (1,000 gp jacinth) + description: + - By freeing your spirit from your physical body, this spell allows you to project + an astral body onto another plane altogether. You can bring the astral forms of + other willing creatures with you, provided that these subjects are linked in a + circle with you at the time of the casting. These fellow travelers are dependent + upon you and must accompany you at all times. If something happens to you during + the journey, your companions are stranded wherever you left them. + duration: see text + effect: null + level: cleric/oracle 9, sorcerer/wizard 9, witch 9; Domain travel 9; Bloodline dreamspun + 9; Mystery ancestor 9, occult 9 + range: touch + saving_throw: none + school: necromancy + spell_resistance: 'yes' + target: null +Atavism: + area: null + casting_time: 1 standard action + components: V, S + description: + - "By bringing forth the primeval ancestry of the target animal, you awaken a savage\ + \ engine of destruction. The animal immediately gains the advanced creature simple\ + \ template. It gains a +2 bonus on all rolls, including damage rolls and special\ + \ ability DCs, a +4 bonus to AC and CMD, and +2 hit points per HD. The animal\u2019\ + s primal instincts take hold for the duration of this spell\u2014if the animal\ + \ knows tricks granted by the Handle Animal skill, it loses access to all of those\ + \ tricks save for \u201Cattack.\u201D This spell has no effect on animals that\ + \ already have the advanced creature template." + duration: 1 minute/level + effect: null + level: druid 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude negates + school: transmutation + spell_resistance: null + target: one animal +Atonement: + area: null + casting_time: 1 hour + components: V, S, M (burning incense), F (a set of prayer beads or other prayer + device worth at least 500 gp), DF + description: + - This spell removes the burden of misdeeds from the subject. The creature seeking + atonement must be truly repentant and desirous of setting right its misdeeds. + If the atoning creature committed the evil act unwittingly or under some form + of compulsion, atonement operates normally at no cost to you. However, in the + case of a creature atoning for deliberate misdeeds, you must intercede with your + deity (requiring you to expend 2,500 gp in rare incense and offerings). Atonement + may be cast for one of several purposes, depending on the version selected. + duration: instantaneous + effect: null + level: cleric/oracle 5, druid 5, inquisitor 5; Subdomain purity 5, redemption 5 + range: touch + saving_throw: none + school: abjuration + spell_resistance: 'yes' + target: living creature touched +Audiovisual Hallucination: + area: null + casting_time: null + components: null + description: + - This spell functions as auditory hallucination, except that you can include the + image of any object, creature, or force you imagine or identify for the targets + to imagine. You can move the image while you concentrate. After you cease concentration, + you can define simple movements or changes for the phantasm to perform that can + be explained in 25 words or fewer. + duration: concentration + 3 rounds (D) + effect: null + level: bard 3, magus 3, medium 2, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard + 3 + range: null + saving_throw: null + school: illusion (phantasm) [mind-affecting] + spell_resistance: null + target: null +Auditory Hallucination: + area: null + casting_time: 1 standard action + components: S + description: + - You cause the targets to believe they hear any sound you imagine. + duration: concentration + effect: null + level: bard 1, magus 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard + 1 + range: long (400 ft. + 40 ft./level) + saving_throw: Will disbelief + school: illusion (phantasm) [mind-affecting] + spell_resistance: 'yes' + target: one creature/level, no two of which can be more than 30 ft. apart +Augmenting Wall: + area: null + casting_time: 1 standard action + components: V, S + description: + - You create a wall of faintly shimmering elemental energy. + duration: 1 round/2 levels (see text) + effect: 20-ft.-high wall of energy whose area is up to one 10-ft. square/level + level: magus 5, sorcerer/wizard 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: none (object) + school: evocation [see text] + spell_resistance: no (object) + target: null +Augury: + area: null + casting_time: 1 minute + components: V, S, M (incense worth at least 25 gp), F (a set of marked sticks or + bones worth at least 25 gp) + description: + - An augury can tell you whether a particular action will bring good or bad results + for you in the immediate future. + duration: instantaneous + effect: null + level: cleric/oracle 2, psychic 2, shaman 2, witch 2; Subdomain fate 2; Bloodline + dreamspun 2, harrow 2 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Aura Alteration: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You mask and manipulate the target creature\u2019s or object\u2019s aura, confounding\ + \ those who would attempt to discern helpful information from it using the read\ + \ aura occult skill unlock or the analyze aura spell. You can change each of the\ + \ following four auras with one casting of aura alteration." + duration: 1 day/level (D) + effect: null + level: medium 3, mesmerist 3, occultist 3, psychic 4, spiritualist 4 + range: touch + saving_throw: Will negates (harmless, object) + school: illusion + spell_resistance: 'yes' + target: one object or willing creature +Aura Sight: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This spell makes your eyes glow and allows you to see alignment auras within\ + \ 120 feet of you. The effect is similar to that of a detect chaos/evil/good/law\ + \ spell, but aura sight does not require concentration, and it discerns an aura\u2019\ + s location and power more quickly." + duration: 1 minute/level (D) + effect: null + level: alchemist 3, cleric 3, inquisitor 4, mesmerist 3, psychic 3, shaman 3, sorcerer/wizard + 3, spiritualist 3, witch 3 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Aura of Cannibalism: + area: 20-ft.-radius emanation centered on you + casting_time: 1 standard action + components: V, S, M (a piece of flesh from another creature of your species) + description: + - You emanate an aura that saps the strength of others of your kind and channels + their energy into you. + duration: 1 minute/level (D) + effect: null + level: cleric 3, sorcerer/wizard 3, witch 3 + range: personal + saving_throw: Fort negates + school: necromancy [evil] + spell_resistance: 'yes' + target: null +Aura of Distraction: + area: 20-ft.-radius emanation centered on you + casting_time: 1 standard action + components: V, S + description: + - You emit an aura of subsonic noise and mental imagery that makes concentrating + difficult. + duration: 1 minute/level (D) + effect: null + level: psychic 2, sorcerer/wizard 2, witch 2 + range: null + saving_throw: Will negates + school: enchantment [mind-affecting] + spell_resistance: 'yes' + target: null +Aura of Doom: + area: 20-ft.-radius emanation centered on you + casting_time: 1 standard action + components: V, S, M/DF (powdered bone) + description: + - "You emanate an almost palpable aura of horror. All non-allies within this spell\u2019\ + s area, or that later enter the area, must make a Will save to avoid becoming\ + \ shaken. A successful save suppresses the effect. Creatures that leave the area\ + \ and come back must save again to avoid being affected by the effect." + duration: 10 minute/level + effect: null + level: cleric/oracle 4 + range: personal + saving_throw: Will negates + school: necromancy [emotion, fear, mind-affecting] + spell_resistance: null + target: null +Aura of Greater Courage: + area: 10-ft.-radius emanation centered on you + casting_time: 1 standard action + components: V, S, DF + description: + - "When you cast this spell you strengthen your paladin\u2018s aura of courage.\ + \ Until the end of its duration, all allies within that aura are immune to fear\ + \ (magical or otherwise). If you do not have the aura of courage class feature,\ + \ aura of greater courage has no effect." + duration: 10/minutes per level + effect: null + level: paladin 2 + range: personal + saving_throw: Will negates (harmless) + school: abjuration [emotion] + spell_resistance: yes (harmless) + target: null +Aura of Inviolate Ownership: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "This spell wards the attended items of all creatures it targets (items held,\ + \ securely fastened to their person, or in containers on their person), enhancing\ + \ each creature\u2019s grip and protecting items from loss or theft." + duration: 1 round/level + effect: null + level: cleric 3, inquisitor 3, paladin 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fort negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: null +Aura of the Unremarkable: + area: null + casting_time: 1 standard action + components: V, S, M (a white feather) + description: + - "An invisible sphere of magic surrounds you, clouding the minds of creatures in\ + \ the area so they regard even the strangest actions as innocuous. For example,\ + \ if you and your allies are beating a member of the city guard for information,\ + \ creatures within the area don\u2019t think this is unusual or cause for alarm;\ + \ if your ally is aiming a crossbow at the queen from a balcony, the affected\ + \ creatures accept this as normal and unworthy of concern. Any hostile actions\ + \ by you or your allies against a creature or its allies break the effect of the\ + \ spell for that creature. When the spell ends (or when the affected creatures\ + \ move outside of the range of the emanation), observers see things normally but\ + \ altered perceptions from the earlier events remain. Each mention of the events\ + \ as noteworthy (such as being questioned about them by an authority figure) allows\ + \ the target another Will save to break the effect and remember things normally." + duration: 1 minute/level (D) and instantaneous + effect: null + level: bard 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 4 + range: 30 ft. + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: non-allied creatures within a 30-ft. emanation +Authenticating Gaze: + area: null + casting_time: 1 standard action + components: V, S, DF/M (a miniature magnifying glass or spectacles) + description: + - Your understanding of the written word becomes analytical and discerning. You + gain an insight bonus equal to your caster level (maximum +10) on Appraise checks + to determine the value of books and scrolls and on Linguistics checks to detect + forgeries, and you can attempt a Linguistics check to detect a forged document + at a glance, rather than taking the normal 1 round of examination per page. In + addition, you immediately detect whether written works within 30 feet and within + your line of sight have a magical aura and the strength of any such auras, as + though you had concentrated on each written work for 1 round using detect magic. + duration: 1 minute/level + effect: null + level: alchemist 1, cleric 1, inquisitor 1, occultist 1, sorcerer/wizard 1 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: null +Aversion: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You plant a revulsion in the mind of the subject, causing her to avoid an object\ + \ or location. You must choose a specific object or place. A location chosen in\ + \ this way can be no larger than a cube measuring 50 feet on a side. The aversion\ + \ is entirely in the target\u2019s mind, so the chosen object or location itself\ + \ isn\u2019t subject to any magical effect. If the target fails her saving throw,\ + \ she can\u2019t come within 60 feet of the chosen object or place." + duration: 1 day/level + effect: null + level: bard 2, druid 3, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 3, + witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will partial + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Awaken: + area: null + casting_time: 24 hours + components: V, S, M (herbs and oils worth 2,000 gp), DF + description: + - "You awaken a tree or animal to human-like sentience. To succeed, you must make\ + \ a Will save (DC 10 + the animal\u2019s current HD, or the HD the tree will have\ + \ once awakened). The awakened animal or tree is friendly toward you. You have\ + \ no special empathy or connection with a creature you awaken, although it serves\ + \ you in specific tasks or endeavors if you communicate your desires to it. If\ + \ you cast awaken again, any previously awakened creatures remain friendly to\ + \ you, but they no longer undertake tasks for you unless it is in their best interests." + duration: instantaneous + effect: null + level: druid 5, shaman 6; Mystery nature 5 + range: touch + saving_throw: Will negates + school: transmutation + spell_resistance: 'yes' + target: animal or tree touched +Awaken Construct: + area: null + casting_time: 24 hours + components: V, S, M (herbs and oils worth 2,000 gp per HD of target), DF + description: + - "You amplify the animating force of a construct to more closely resemble a true\ + \ soul, granting the construct humanlike sentience. To do so, you must succeed\ + \ at a Spellcraft check (DC = 15 + the construct\u2019s current Hit Dice). If\ + \ the construct\u2019s master (if any) is present, this is an opposed Spellcraft\ + \ check." + duration: instantaneous + effect: null + level: cleric 7, occultist 5, psychic 6, shaman 6, sorcerer/wizard 7 + range: touch Target mindless construct touched + saving_throw: Will negates + school: transmutation + spell_resistance: 'no' + target: null +Awaken the Devoured: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell is often used by conjurers as a method to torment daemons and force + compliance, for it awakens the broken, anguished memories of the countless souls + that the target daemons have consumed. All daemons targeted by awaken the devoured + must be within 30 feet of each other. The fragmented memories haunt and afflict + the daemons, dealing 1d8 points of damage per caster level (maximum 15d8) and + making the daemons confused for 1 round per level. A daemon that succeeds at a + Will save halves the damage and negates the confusion effect. + duration: instantaneous and 1 round/level + effect: null + level: cleric 5, inquisitor 4, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist + 5, witch 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will partial (see text) + school: divination [pain] + spell_resistance: 'yes' + target: one daemon per 4 caster levels +Babble: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell causes the target to break into a fit of bizarre, uncontrollable babbling. + The target also becomes nauseated. If the target succeeds at its save, the effects + end. If not, the creature continues babbling and is nauseated for the entire duration. + duration: 1 round/level + effect: null + level: bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature; see text +"Badger\u2019s Ferocity": + area: null + casting_time: 1 standard action + components: V, S + description: + - "This functions like keen edge, except it affects multiple weapons and requires\ + \ your concentration. You select the weapons to be affected, and can only affect\ + \ one weapon per creature. If a creature\u2019s weapon exceeds the spell\u2019\ + s range, the spell ends for that weapon." + duration: concentration + effect: null + level: cleric/oracle 3, druid 3, ranger 2, sorcerer/wizard 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: null + target: one weapon/3 levels +Balance of Suffering: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You borrow life force from a living creature and infuse it into another living + creature, potentially wreaking destruction on the former and bolstering the life + of the latter. + duration: instantaneous + effect: null + level: cleric/oracle 6, inquisitor 6, occultist 6, shaman 6, spiritualist 6, warpriest + 6, witch 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will half; see text + school: conjuration (healing) + spell_resistance: yes; see text + target: null +Baleful Polymorph: + area: null + casting_time: 1 standard action + components: V, S + description: + - As beast shape III, except that you change the subject into a Small or smaller + animal of no more than 1 HD. If the new form would prove fatal to the creature, + such as an aquatic creature not in water, the subject gets a +4 bonus on the save. + duration: permanent + effect: null + level: druid 5, magus 5, shaman 5, sorcerer/wizard 5, summoner 4, unchained summoner + 5, witch 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: ': Fortitude negates, Will partial, see text' + school: transmutation (polymorph) + spell_resistance: ': yes' + target: one creature +Baleful Shadow Transmutation: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You infuse a target\u2019s shadow with energies from the Shadow Plane, shaping\ + \ the shadow into one that appears to belong to a different creature, and tricking\ + \ the target into believing it actually is that creature. When you cast this spell,\ + \ choose one Huge or smaller creature of the animal type or one Medium or Small\ + \ creature of the humanoid type. If the chosen creature is ill suited to the target\u2019\ + s current environment, such as an aquatic creature not in water, the subject gains\ + \ a +4 bonus on all saving throws against baleful shadow transmutation. If the\ + \ subject fails its Will save, it believes that it is the chosen creature, causing\ + \ it to lose its extraordinary, supernatural, and spell-like abilities, lose its\ + \ ability to cast spells (if it had the ability), and gain the alignment, special\ + \ abilities, and Intelligence, Wisdom, and Charisma scores of its new form in\ + \ place of its own. It retains any class features (other than spellcasting) that\ + \ aren\u2019t extraordinary, supernatural, or spell-like abilities." + duration: permanent + effect: null + level: alchemist 6, bard 6, druid 7, medium 6, shaman 6, sorcerer/wizard 6, spiritualist + 6, summoner 6, witch 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will disbelief, then Fort negates + school: illusion (shadow) [shadow] + spell_resistance: 'yes' + target: one creature +Ball Lightning: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a small iron ring) + description: + - "You create two globes of lightning that fly in whichever direction you indicate.\ + \ For every 4 caster levels above 7th, you create an additional globe of lightning\ + \ (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These\ + \ globes fly at a rate of 20 feet per round and have perfect maneuverability.\ + \ Wind does not affect a flying sphere\u2019s course." + duration: 1 round/level + effect: two or more 5-ft.-diameter spheres + level: bloodrager 4, druid 4, magus 4, shaman 4, sorcerer/wizard 4; Elemental School + air 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex negates + school: evocation [air, electricity] + spell_resistance: 'yes' + target: null +Ban Corruption: + area: 30-ft.-radius emanation centered on you + casting_time: 1 standard action + components: V, S, F (a ceremonial dagger ) 30-ft.-radius emanation centered on you + concentration plus 1 round/level, up to 1 hour/level Will negates yes + description: + - You strip all creatures within the emanation of any gifts associated with corruptions. + Abilities associated with corruptions cease to function, as if they were magically + dispelled. + duration: concentration plus 1 round/level, up to 1 hour/level + effect: null + level: cleric 5, inquisitor 4, medium 3, occultist 4, paladin 4, shaman 5 + range: null + saving_throw: Will negates + school: abjuration [good] + spell_resistance: 'yes' + target: null +Bane: + area: 50-ft.-radius burst, centered on you + casting_time: 1 standard action + components: V, S, DF + description: + - Bane fills your enemies with fear and doubt. Each affected creature takes a -1 + penalty on attack rolls and a -1 penalty on saving throws against fear effects. + Bane counters and dispels bless. + duration: 1 min./level + effect: null + level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1; Subdomain curse 1 + range: 50 ft. + saving_throw: Will negates + school: enchantment (compulsion) [emotion, fear, mind-affecting] + spell_resistance: 'yes' + target: null +Banish Seeming: + area: null + casting_time: 1 standard action + components: V, S, M (a cold iron nail) + description: + - "With a melee touch attack you can dispel an illusion or return a creature to\ + \ its natural form. This functions as dispel magic directed at the effect in question,\ + \ except you receive a +2 enhancement bonus on your dispel check and you can only\ + \ dispel illusions or changes in form created by supernatural effects or spells.\ + \ If multiple effects are changing the creature\u2019s appearance, you can dispel\ + \ one such effect for every four caster levels you possess, starting with the\ + \ highest caster level spells and proceeding to spells with lower caster levels." + duration: instantaneous and 1 round/level; see text + effect: null + level: inquisitor 3, witch 5; Subdomain revelation 3 + range: touch + saving_throw: none + school: abjuration + spell_resistance: 'no' + target: null +Banishing Blade: + area: null + casting_time: 1 standard action + components: V, S + description: + - You imbue a weapon with the power to drive foes back. The first time each round + the weapon strikes a creature, the weapon attempts a free bull rush combat maneuver + check against that creature. This does not provoke attacks of opportunity. The + combat maneuver for the bull rush is equal to 1d20 + your caster level. + duration: 1 round/level or until discharged + effect: one melee weapon + level: antipaladin 4, bloodrager 4, inquisitor 5, magus 5, medium 4, paladin 4, + shaman 5, sorcerer/wizard 5, spiritualist 5, summoner 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none and Will partial (see text) + school: abjuration + spell_resistance: yes (see text) + target: null +Banishment: + area: null + casting_time: 1 standard action + components: V, S, F (see text) + description: + - A banishment spell is a more powerful version of the dismissal spell. It enables + you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice + of creatures per caster level can be banished. + duration: instantaneous + effect: null + level: cleric/oracle 6, inquisitor 5, shaman 6, sorcerer/wizard 7, summoner 5, unchained + summoner 6; Bloodline celestial 7 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: abjuration + spell_resistance: 'yes' + target: null +Banshee Blast: + area: cone-shaped burst + casting_time: 1 standard action + components: V, S + description: + - You create a cone of spectral energy resembling screaming elven ghosts that deals + 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save + halves this damage. Any creature that fails its Reflex save must succeed at a + Will save or become panicked for 1 round/level. + duration: instantaneous and 1 round/level (see text) + effect: null + level: sorcerer/wizard 6, witch 6 + range: 30 ft. + saving_throw: Reflex half and Will negates (see text) + school: necromancy [death, fear, mind-affecting, sonic] + spell_resistance: 'yes' + target: null +"Baphomet\u2019s Blessing": + area: null + casting_time: 1 standard action + components: "V, M/DF (powdered bull\u2019s horn)" + description: + - "You change the target\u2019s head into that of a bull." + duration: 1 round/level + effect: null + level: cleric/oracle 4, druid 4, sorcerer/wizard 4, summoner 4, witch 4 + range: touch + saving_throw: Fort negates + school: transmutation (polymorph) + spell_resistance: 'yes' + target: one living creature +Barbed Chains: + area: null + casting_time: 1 standard action + components: V, S, M (a length of chain doused with fresh blood) + description: + - "You summon a chain from another realm, causing it to burst out from the ground\ + \ and strike a target within the spell\u2019s range. You can have the chain either\ + \ make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip\ + \ combat maneuver against the target. The chain uses your base attack bonus plus\ + \ your key spellcasting ability score modifier as its attack bonus and combat\ + \ maneuver bonus. On a successful hit or combat maneuver check, the target must\ + \ attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds.\ + \ You summon one additional chain every 3 levels after 1st, for a total of two\ + \ chains at 4th level, three at 7th level, and a maximum of four at 10th level.\ + \ Multiple chains can attack the same target but the shaken effect doesn\u2019\ + t stack." + duration: instantaneous + effect: a chain sharpened at one end + level: antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, occultist 1, shaman + 1, summoner 1 + range: close (25 ft. + 5 ft./level) + saving_throw: Will partial (see text) + school: conjuration (summoning) [emotion, fear, mind-affecting] + spell_resistance: 'no' + target: null +"Bard\u2019s Escape": + area: null + casting_time: 1 standard action + components: V, S, M (pieces of a smashed fiddle) + description: + - You whisk yourself and willing allies out of a tight jam, or instantly transfer + yourselves to another location to achieve greater strategic positioning. You can + move any allies within range to any other space of your choosing within range. + Those spaces need not be in line of sight or line of effect from your original + position, but must be open locations on surfaces able to support the creatures + teleported. Except as noted above, this spell otherwise functions as dimension + door. + duration: instantaneous + effect: null + level: bard 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: conjuration (teleportation) + spell_resistance: 'no' + target: null +Barghest Feast: + area: null + casting_time: 1 standard action + components: S + description: + - The target gains the ability to absorb power from devouring a humanoid corpse. + To use this ability, the target must feed on the corpse of one nonevil humanoid + creature, a process that takes 1 full round per Hit Die the creature had and provokes + attacks of opportunity. For every 2 rounds it feeds on the corpse in this way, + the target gains a +1 profane bonus on attack rolls, saving throws, and skill + checks (to a maximum of +5). + duration: 10 minutes/level; see text + effect: null + level: alchemist 3 + range: touch + saving_throw: Will negates (harmless) + school: transmutation [evil] + spell_resistance: yes (harmless) + target: creature touched +Barkskin: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "Barkskin toughens a creature\u2019s skin. The effect grants a +2 enhancement\ + \ bonus to the creature\u2019s existing natural armor bonus. This enhancement\ + \ bonus increases by 1 for every three caster levels above 3rd, to a maximum of\ + \ +5 at 12th level." + duration: 10 min./level + effect: null + level: alchemist 2, druid 2, ranger 2, shaman 2, summoner/unchained summoner 2; + Domain plant 2; Subdomain defense 2; Mystery nature 2, wood 2 + range: touch + saving_throw: none + school: transmutation + spell_resistance: yes (harmless) + target: living creature touched +Barrow Haze: + area: null + casting_time: 1 standard action + components: V, S + description: + - Barrow haze creates a bank of fog similar to that created by fog cloud, except + that the vapors are black and they have a necromantic link to you. The vapors + do not interfere with your vision. Because of your link to the haze, if any part + of it is within 30 feet of you, any creatures within the haze count as in range + for the purpose of using any of your hexes that have a maximum range of 30 feet. + For example, suppose you have the slumber hex, you are 25 feet from one edge of + the haze, and an opponent is 40 feet farther away at the other extreme of the + cloud. You can use your slumber hex on that opponent even though it is actually + 65 feet away from you. + duration: 1 minute/level + effect: fog spreads in 20-ft. radius, 20 ft. high + level: sorcerer/wizard 3, witch 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: necromancy + spell_resistance: 'no' + target: null +Batrachian Surge: + area: null + casting_time: 1 swift action + components: V, S + description: + - You tap into your latent amphibian strengths, unlocking a short-lived physical + talent. Armor or gear you are wearing adjusts to your new shape for the duration + of the spell. When you cast batrachian surge, choose one of the following features + to gain its associated benefits. You can have only one batrachian surge spell + active on you at a time. + duration: 1 round + 1 round/3 levels (D) + effect: null + level: bloodrager 1, druid 1, inquisitor 1, ranger 1, summoner 1 + range: personal + saving_throw: none + school: transmutation + spell_resistance: yes (harmless) + target: you +Battering Blast: + area: null + casting_time: 1 standard action + components: V, S + description: + - You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated + creature or object. You must succeed on a ranged touch attack to strike your target. + On a successful hit, you deal 1d6 points of force damage per two caster levels + (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second + ball of force. + duration: '' + effect: null + level: sorcerer/wizard 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: '' + school: evocation [force] + spell_resistance: 'yes' + target: one creature or unattended object +Battle Trance: + area: null + casting_time: 1 standard action + components: V, S + description: + - You are transformed into a single-minded force of destruction. You gain the ferocity + monster special ability, a number of temporary hit points equal to 1d6 + your + caster level (maximum +10), and a +4 morale bonus on saving throws against mind-affecting + effects. You cannot use the withdraw action or willingly move away from a creature + that has attacked you. + duration: 1 minute/level + effect: null + level: alchemist 3, antipaladin 3, cleric 4, inquisitor 3, ranger 3, witch 4 + range: personal + saving_throw: Will negates + school: enchantment (compulsion) [emotion, mind-affecting] + spell_resistance: 'yes' + target: you +Battlemind Link: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You fuse your thoughts with an ally\u2019s, allowing the two of you to fight\ + \ in tandem, perfectly coordinated. You and the ally each roll initiative in combat\ + \ and use the higher die result before adding modifiers. This has three effects." + duration: 1 minute/level + effect: null + level: inquisitor 4, sorcerer/wizard 6; Elemental School wood 6; Domain [subdomain] + Community [education] + range: personal and close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: divination [mind-affecting] + spell_resistance: null + target: you and 1 ally +Beacon of Guilt: + area: null + casting_time: 1 standard action + components: V, S + description: + - You place an invisible ward upon an object that is triggered the first time a + creature tries to move the object from its current location. The next creature + to touch the object is cursed to become obvious to everyone around it. The creature + must succeed at a Will save or be surrounded in an aura of twinkling red light + that functions as faerie fire (spell resistance applies). The curse bestowed by + this spell cannot be dispelled, but a break enchantment, limited wish, miracle, + remove curse, or wish spell can remove it. + duration: 24 hours or until discharged, then instantaneous + effect: null + level: arcanist 2, bard 2, inquisitor 2, occultist 2, skald 2, sorcerer/wizard 2 + range: touch + saving_throw: Will negates (object); see text + school: evocation [curse] + spell_resistance: 'yes' + target: one object +Beacon of Luck: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a tuft of rabbit fur) + description: + - You send out a burst of luck with a 30-foot radius centered around you. While + the beacon of luck is in effect, you gain a +2 sacred bonus on all saving throws. + As an immediate action before a saving throw is made, allies within the area can + choose to benefit from this luck, rolling twice for a saving throw and taking + the better result. Once a creature benefits from the beacon of luck in this way, + it cannot gain the benefit of this spell for 24 hours. + duration: 1 minute/level (D) + effect: null + level: bard 3, cleric/oracle 3, inquisitor 4, paladin 4 + range: personal; see text + saving_throw: null + school: divination + spell_resistance: null + target: you +Beanstalk: + area: null + casting_time: 1 minute + components: V, S, M (a small handful of beans) + description: + - "When casting this spell, you must plant the material components in soil. When\ + \ you do, at the end of casting, a large beanstalk rises up from the ground. It\u2019\ + s strong enough to support Huge or smaller creatures weighing no more than 2,000\ + \ pounds total, and has enough handholds and footholds that it can be climbed\ + \ as if it were knotted rope (Climb DC 5). At the end of the spell\u2019s duration,\ + \ the beanstalk withers and dies at an accelerated rate, leaving nothing more\ + \ than a pile of compost." + duration: 24 hours + effect: a 5-foot-radius beanstalk that grows to a height of 50 ft./ caster level + level: sorcerer/wizard 4, summoner 4, witch 4 + range: 0 ft. (see text) + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +"Bear\u2019s Endurance": + area: null + casting_time: 1 standard action + components: V, S, M/DF (a few hairs, or a pinch of dung, from a bear) + description: + - "The affected creature gains greater vitality and stamina. The spell grants the\ + \ subject a +4 enhancement bonus to Constitution, which adds the usual benefits\ + \ to hit points, Fortitude saves, Constitution checks, and so forth. Hit points\ + \ gained by a temporary increase in Constitution score are not temporary hit points.\ + \ They go away when the subject\u2019s Constitution drops back to normal. They\ + \ are not lost first as temporary hit points are." + duration: 1 min./level + effect: null + level: alchemist 2, bloodrager 2, cleric/oracle 2, druid 2, magus 2, psychic 2, + ranger 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: 'yes' + target: creature touched +Beast Shape: + area: null + casting_time: 1 standard action + components: V, S, M (a piece of the creature whose form you plan to assume) + description: + - 'When you cast this spell, you can assume the form of any Small or Medium creature + of the animal type. If the form you assume has any of the following abilities, + you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), + swim 30 feet, darkvision 60 feet, low-light vision, and scent.' + duration: 1 min./level (D) + effect: null + level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3; Subdomain fur 3 + range: personal + saving_throw: null + school: transmutation (polymorph) + spell_resistance: null + target: you +Beastspeak: + area: null + casting_time: 1 standard action + components: S, DF + description: + - "When you\u2019re in the form of an animal (such as when you are using wild shape\ + \ or are affected by a polymorph effect), you can speak normally, including when\ + \ you cast spells with verbal components, and you sound like your normal self\ + \ when you speak. You can cast this spell while in animal form, using animal-appropriate\ + \ somatic components." + duration: 10 minutes/level + effect: null + level: druid 2, shaman 2, witch 2 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Bed of Iron: + area: null + casting_time: 1 standard action + components: V, S, M (a feather or swatch of soft fabric) + description: + - This spell makes even the clunkiest armor feel soft as silk to the wearer. + duration: 8 hours + effect: null + level: inquisitor 1, magus 1, paladin 1, sorcerer/wizard 1 + range: touch + saving_throw: Fort negates (harmless) + school: necromancy + spell_resistance: yes (harmless) + target: one creature touched/level +Befuddled Combatant: + area: null + casting_time: 1 standard action + components: V, S, M (cooked noodles) + description: + - As a way to befuddle your target, you fill its mind with all manner of swirling + images as well as baffling and incoherent thoughts, making the target an ineffective + combatant and rendering its spellcasting and other such abilities much more feeble. + duration: 1 hour/level + effect: null + level: arcanist 5, bard 5, mesmerist 5, psychic 5, shaman 5, skald 5, sorcerer/wizard + 5, witch 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [curse, mind-affecting] + spell_resistance: 'yes' + target: one creature +Beguiling Gift: + area: null + casting_time: 1 standard action + components: V, S, F (the object to be offered) + description: + - "You offer an object to an adjacent creature, and entice it into using or consuming\ + \ the proffered item. If the target fails its Will save, it immediately takes\ + \ the offered object, dropping an already held object if necessary. On its next\ + \ turn, it consumes or dons the object, as appropriate for the item in question.\ + \ For example, an apple would be eaten, a potion consumed, a ring put on a finger,\ + \ and a sword wielded in a free hand. If the target is physically unable to accept\ + \ the object, the spell fails. The subject is under no obligation to continue\ + \ consuming or using the item once the spell\u2019s duration has expired, although\ + \ it may find a cursed item difficult to be rid of." + duration: 1 round + effect: null + level: bard 1, psychic 1, witch 1 + range: 5 ft. + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: null +Beloved of the Forge: + area: null + casting_time: 1 standard action + components: V, S + description: + - You gain an innate sense of the direction to your home or to the place where you + last attempted a Craft check, whichever you choose when you cast the spell. You + gain a +10 insight bonus on Survival checks made to find your way back to the + chosen place. + duration: 1 hour/level + effect: null + level: alchemist 2, bard 2, cleric 2, shaman 2 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Bereave: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a broken chain link) + description: + - "An overwhelming feeling of loss overcomes the targets, and their allies\u2019\ + \ words sound bleak and hollow. Regardless of actual allegiances, affected creatures\ + \ no longer count as allies for other creatures and always count as enemies for\ + \ the purposes of abilities, effects, and spells that differentiate between allies\ + \ and enemies, such as flanking or spells such as bane or bless." + duration: 1 round/level + effect: null + level: bard 3, cleric 4, mesmerist 3, psychic 4, witch 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: null +Bestow Auras: + area: null + casting_time: 1 standard action + components: V, S + description: + - You transfer one or more of your paladin or antipaladin auras (such as aura of + courage and aura of resolve) to another creature. You retain the personal effect + of that aura, but the target becomes the center of the aura effect instead of + you. For example, if you transfer your aura of courage, you remain immune to fear, + but the target becomes the center of the aura that grants a +4 morale bonus on + saves against fear effects. If an aura functions only when you are conscious, + the transferred aura functions only when the target is conscious. If an aura functions + only when you expend uses of another ability (such as with aura of justice or + aura of vengeance), the transferred aura functions only if the target has that + other ability and expends uses of it to activate the aura. + duration: 1 minute/level (D) + effect: null + level: antipaladin 3, paladin 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: abjuration + spell_resistance: 'yes' + target: one creature +Bestow Curse: + area: null + casting_time: 1 standard action + components: V, S + description: + - You place a curse on the subject. Choose one of the following. + duration: permanent + effect: null + level: antipaladin 3, bloodrager 4, cleric/oracle 3, shaman 3, sorcerer/wizard 4, + spiritualist 3, witch 3; Subdomain curse 3, tyranny 3; Bloodline accursed 4, div + 4 + range: touch + saving_throw: Will negates + school: necromancy [curse] + spell_resistance: 'yes' + target: creature touched +Bestow Grace: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - With this spell you can bestow your divine grace on another good creature for + a short amount of time, infusing that creature with a portion of your holy virtue. + When you touch the subject, you grant that creature a sacred bonus to its saving + throws equal to its Charisma bonus (if any) on all saving throws. + duration: 1 minute/level + effect: null + level: paladin 2 + range: touch + saving_throw: Will (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: null +Bestow Grace of the Champion: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You channel the power of good and law into the target, temporarily giving it powers + similar to those of a paladin. The target gains the ability to use detect evil + at will as a spell-like ability, immunity to disease (suppressing any diseases + currently affecting it), and immunity to fear (ending any fear effects currently + affecting it); can lay on hands (on itself only) once as a paladin of 1/2 your + caster level; and can smite evil once as a paladin of 1/2 your caster level. It + adds its Charisma bonus to all its saving throws. It can use spell completion, + spell trigger, or other magic items that require the ability to cast spells as + a paladin. Any abilities not used by the time the spell expires are lost. This + spell has no effect if cast on a paladin. + duration: 1 round/level (see text) + effect: null + level: cleric/oracle 7, paladin 4 + range: touch + saving_throw: yes (harmless) + school: transmutation [good, law] + spell_resistance: null + target: lawful good creature touched +Bestow Insight: + area: null + casting_time: 1 standard action + components: V, S + description: + - "When casting this spell, choose a single skill that you have at least one rank\ + \ in. The target gains a +2 insight bonus on skill checks with this skill and\ + \ is considered trained in that skill. The insight bonus increases by 1 for every\ + \ four levels of the caster (maximum +6). Furthermore, once before the spell\u2019\ + s duration, the target can choose to roll two checks and take the greater result.\ + \ Doing so ends the spell\u2019s other effects." + duration: 1 minute/level + effect: null + level: bard 2, cleric 3, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2 + range: touch + saving_throw: Will negates (harmless) + school: enchantment (compulsion) + spell_resistance: yes (harmless) + target: one creature touched +Bestow Planar Infusion I: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This spell draws upon the latent planar energy of the caster\u2019s surroundings,\ + \ allowing her to temporarily infuse a creature with the plane\u2019s power. The\ + \ touched creature gains that plane\u2019s basic infusion for the spell\u2019\ + s duration. This spell has no effect if cast on the Material Plane, and it ends\ + \ as soon as the spell\u2019s target leaves the plane with which it has been infused.\ + \ Details on planar infusions can be found in each plane\u2019s Infusion section." + duration: 1 hour/level + effect: null + level: cleric 1, inquisitor 1, magus 1, medium 1, occultist 1, psychic 1, sorcerer/wizard + 1, summoner 1, witch 1 + range: touch + saving_throw: Fort negates (harmless) + school: evocation + spell_resistance: 'yes' + target: creature touched +Bestow Weapon Proficiency: + area: null + casting_time: 1 standard action + components: null + description: + - You bestow the subject with the ability to use a single type of weapon he is not + proficient in as if he were proficient with that weapon. The weapon can be of + any type, including an exotic weapon, but the subject of the spell must be holding + the weapon. + duration: 1 minute/level + effect: null + level: alchemist 2, antipaladin 2, cleric 2, inquisitor 2, magus 2, paladin 2, psychic + 2, sorcerer/wizard 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: enchantment (compulsion) [mind-affecting] + spell_resistance: yes (harmless) + target: one creature +Betraying Sting: + area: null + casting_time: 1 standard action + components: V + description: + - You unleash divine power to smite those who wrongly trusted you. The power takes + the form of a yellow-and-black bolt of energy that makes the sound of a thousand + angry, swarming wasps. This spell affects only creatures that have an attitude + toward you of indifferent, friendly, or helpful. The spell deals 1d8 points of + damage per 2 caster levels you have. + duration: instantaneous + effect: null + level: cleric 6, occultist 6, psychic 6, shaman 6, witch 6 + range: long (400 ft. + 40 ft./level) + saving_throw: Will partial + school: evocation + spell_resistance: 'yes' + target: one creature +Billowing Skirt: + area: null + casting_time: 1 standard action + components: V, S, F (a skirt, kilt , or gown) + description: + - A skirt, kilt, or gown you are wearing enables you to control your falls through + the air. A creature wearing the enchanted item of clothing falls slowly as if + affected by feather fall and can attempt a DC 15 Fly skill check as a move action + to hover in place for 1 round. + duration: 1 minute/level + effect: null + level: bard 2, inquisitor 2, occultist 2, shaman 2, sorcerer/wizard 2, witch 2 + range: personal + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: you +Bilocation: + area: null + casting_time: 1 standard action + components: V + description: + - The spell creates an identical copy of you, along with everything you wear and + carry, anywhere you choose within range; you exist in two places at once until + the spell ends. You and the duplicate use the same statistics and share the same + resources. + duration: 1 round/level (D) + effect: one duplicate + level: psychic 8, sorcerer/wizard 9 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +Bind Sage: + area: null + casting_time: 10 minutes + components: V, S + description: + - 'This variant of planar binding is specifically used to call one of the most knowledgeable + types of outsiders: the immortal and prophetic caulborn. This spell calls a single + caulborn into a specially prepared trap. The caster of this spell can compel a + bound caulborn only to provide information (using its Knowledge skills or detect + thoughts); attempts to compel the caulborn to fight, guard a location, or perform + some other task automatically fail. This spell otherwise functions as planar binding. + The most effective gifts for a caulborn are unique books or intelligent creatures + upon whose thoughts the caulborn can feed. The true names of caulborn are nearly + impossible to discover, as they are not inherently individualistic.' + duration: null + effect: null + level: occultist 5, psychic 5, shaman 5, sorcerer/wizard 4, summoner 4, witch 5 + range: close (25 ft. + 5 ft./2 levels); see text + saving_throw: Will negates + school: conjuration (calling) + spell_resistance: no and yes; see text + target: one caulborn +Binding: + area: null + casting_time: 1 minute + components: V, S, M (opals worth 500 gp per HD of the target creature, plus other + components as specified below) + description: + - A binding spell creates a magical restraint to hold a creature. The target gets + an initial saving throw only if its Hit Dice equal at least half your caster level. + duration: see text (D) + effect: null + level: sorcerer/wizard 8, summoner 6; Domain [subdomain] Magic [rites] 8, Law [slavery] + 8 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates; see text + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one living creature +Binding Earth: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - If the target of this spell fails its Fortitude save, areas of earth and stone + floor act as a snapping quagmire that pulls the target down and damages it if + it attempts to move through such terrain. + duration: 1 round/level + effect: null + level: druid 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fort negates + school: transmutation [earth] + spell_resistance: 'yes' + target: one creature or unattended object (see text) +Bit of Luck: + area: null + casting_time: 1 standard action + components: V, S, M (a four-leaf clover) + description: + - "For the spell\u2019s duration, the caster gains a reservoir of luck with a total\ + \ number of points equal to 1 point per 2 caster levels." + duration: 10 minutes/level + effect: null + level: alchemist 4, bard 3, cleric 4, psychic 4, shaman 4, sorcerer/wizard 4, witch + 4 + range: personal + saving_throw: null + school: evocation + spell_resistance: null + target: you +Bite the Hand: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "With a short command and a wave of the hand, you compel the target creature to\ + \ attack the being who summoned it, to the best of its ability. If the being who\ + \ summoned it is not present, the creature acts normally according to its last\ + \ task or instructions. This spell has no effect on called creatures, summoned\ + \ creatures not brought forth by spells or spell-like abilities (such as a summoner\u2019\ + s eidolon), or bonded creatures not explicitly summoned, such as a paladin\u2019\ + s mount or wizard\u2019s familiar." + duration: 1 round/level (D) + effect: null + level: druid 3, inquisitor 3, sorcerer/wizard 4, summoner 3, witch 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) + spell_resistance: 'yes' + target: one creature summoned by a spell or spell-like ability +Biting Words: + area: null + casting_time: 1 standard action + components: V, S + description: + - "Your voice becomes suffused with magic so that you can harm your opponents with\ + \ but a word. As a standard action, you can target one opponent within 30 feet\ + \ with a ranged touch attack by speaking to it, dealing an amount of damage equal\ + \ to 1d6 + your Strength or Charisma modifier, whichever is higher. The damage\ + \ dealt is bludgeoning, piercing, and slashing damage and can be reduced by damage\ + \ reduction. Each attack you make reduces the spell\u2019s remaining duration\ + \ by 1 minute. If an attack reduces the remaining duration to 0 minutes or less,\ + \ the spell ends after the attack resolves." + duration: 1 minute/level + effect: null + level: bard 1, bloodrager 1 + range: personal + saving_throw: Will negates (harmless) + school: evocation [language-dependent, sonic] + spell_resistance: 'no' + target: you +Black Mark: + area: null + casting_time: 1 standard action + components: V, S, M (a flask of seawater) + description: + - "You mark the target with a black marking on its skin; the mark\u2019s exact appearance\ + \ determined by you, but can be no larger than your hand. The black mark functions\ + \ as a mark of justice, and when the mark is activated, the target becomes shaken\ + \ anytime it is on or in the water more than a 5 feet from shore. In addition,\ + \ as long as the black mark is active, the target is affected as if subject to\ + \ nature\u2019s exile, but all creatures with the aquatic or water subtype or\ + \ with a swim speed are made hostile, even those not of the animal type, though\ + \ non-aquatic animals are not." + duration: permanent + effect: null + level: druid 7, witch 7 + range: touch + saving_throw: Will negates + school: necromancy [curse, fear] + spell_resistance: 'yes' + target: one creature +Black Spot: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The black spot is a specific and feared pirate curse. An intangible, illusory\ + \ black spot manifests above the target\u2019s head and remains until the target\ + \ dies or the curse is lifted. The black spot cannot be covered or hidden by any\ + \ means, including other illusions. The black spot radiates a cursed aura in a\ + \ 10-foot radius around its target. Anyone within the aura gains a +2 bonus on\ + \ weapon attack and damage rolls against the target. In addition, the target has\ + \ a \u20134 penalty on saving throws against death effects." + duration: permanent + effect: null + level: cleric 4, sorcerer/wizard 5, witch 4 + range: touch + saving_throw: Will negates + school: necromancy + spell_resistance: 'yes' + target: creature touched +Black Tentacles: + area: 20-ft.-radius spread + casting_time: 1 standard action + components: V, S, M (octopus or squid tentacle) + description: + - This spell causes a field of rubbery black tentacles to appear, burrowing up from + the floor and reaching for any creature in the area. + duration: 1 round/level (D) + effect: null + level: bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner + 4, witch 4; Bloodline aberrant 4; Mystery dark tapestry 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +Blacklight(3.5E): + area: 20-ft.-radius emanation + casting_time: 1 standard action + components: V, S + description: + - "You create an area of total darkness. The darkness is impenetrable even to darkvision,\ + \ but you can see normally within it. Creatures outside the spell\u2019s area,\ + \ even you, cannot see through it." + duration: 1 round/level (D) + effect: null + level: darkness 3, sorcerer/wizard 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates or none (object) + school: evocation [darkness] + spell_resistance: yes or no (object) + target: null +Blade Barrier: + area: null + casting_time: 1 standard action + components: V, S + description: + - An immobile, vertical curtain of whirling blades shaped of pure force springs + into existence. Any creature passing through the wall takes 1d6 points of damage + per caster level (maximum 15d6), with a Reflex save for half damage. + duration: 1 min./level (D) + effect: wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling + blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high + level: cleric/oracle 6, inquisitor 6; Domain good 6, war 6 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex half or Reflex negates; see text + school: evocation [force] + spell_resistance: 'yes' + target: null +Blade Lash: + area: null + casting_time: 1 standard action + components: V, S + description: + - Your weapon elongates and becomes whip-like. As part of casting this spell, you + can use this weapon to attempt a trip combat maneuver against one creature within + 20 feet, and you gain a +10 bonus on your roll, after which the weapon returns + to its previous form. + duration: instantaneous + effect: null + level: bloodrager 1, magus 1 + range: touch + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: your melee weapon +Blade Snare: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This spell creates an invisible magic field that does not stop weapons (whether\ + \ manufactured or natural) from moving toward you, but impedes their motion when\ + \ they are retracted. When you are hit with a melee attack, attempt a caster level\ + \ check against your opponent\u2019s CMD. If your check succeeds, your opponent\u2019\ + s attacking weapon or body part becomes caught in the field, as if magically affixed\ + \ to your body. If your check fails, your opponent may retract its weapon." + duration: 1 round/level + effect: null + level: druid 3, magus 3, ranger 3, sorcerer/wizard 3 + range: personal + saving_throw: none + school: abjuration + spell_resistance: 'no' + target: you +"Blade Tutor\u2019s Spirit": + area: null + casting_time: 1 standard action + components: V, S + description: + - You summon an insubstantial spirit of force that resembles a cloudy vapor hovering + around your fists or any melee weapons you wield. The spirit compensates for your + defensive or reckless melee attacks, nudging your weapons in the proper direction. + duration: 1 minute/level + effect: null + level: antipaladin 2, magus 1, paladin 2, sorcerer/wizard 2, summoner 2 + range: personal + saving_throw: null + school: conjuration (creation) + spell_resistance: null + target: you +Blade of Bright Victory: + area: null + casting_time: 1 standard action + components: null + description: + - "You strengthen the bond between your divine bond weapon and its celestial spirit.\ + \ The weapon gains the ghost touch property. You may change your weapon\u2019\ + s damage type (bludgeoning, piercing, slashing) as a swift action. You gain a\ + \ sacred bonus to your CMD against disarm and sunder attacks directed at your\ + \ bonded weapon; this bonus is equal to half your caster level." + duration: 1 minute/level + effect: null + level: paladin 3 + range: touch + saving_throw: Will negates (harmless) + school: transmutation [good] + spell_resistance: null + target: your paladin bonded weapon +Blade of Dark Triumph: + area: null + casting_time: 1 standard action + components: null + description: + - "You strengthen the bond between your fiendish boon weapon and its unholy spirit.\ + \ The weapon gains the ghost touch property. You may change your weapon\u2019\ + s damage type (bludgeoning, piercing, slashing) as a swift action. You gain a\ + \ profane bonus to your CMD against disarm and sunder attacks directed at your\ + \ boon weapon; this bonus is equal to half your caster level." + duration: 1 minute/level + effect: null + level: antipaladin 3 + range: touch + saving_throw: Will negates (harmless) + school: transmutation [evil] + spell_resistance: null + target: your fiendish boon weapon +Blade of Light: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell infuses a weapon with pure sunlight (the weapon need not be a bladed + weapon). + duration: 1 round/level + effect: null + level: cleric 4, inquisitor 4, paladin 4 + range: touch + saving_throw: none + school: transmutation [good] + spell_resistance: 'no' + target: one melee weapon +Bladed Dash: + area: null + casting_time: 1 standard action + components: V + description: + - When you cast this spell, you immediately move up to 30 feet in a straight line + any direction, momentarily leaving a multi-hued cascade of images behind you. + This movement does not provoke attacks of opportunity. You may make a single melee + attack at your highest base attack bonus against any one creature you are adjacent + to at any point along this 30 feet. You gain a circumstance bonus on your attack + roll equal to your Intelligence or Charisma modifier, whichever is higher. You + must end the bonus movement granted by this spell in an unoccupied square. If + no such space is available along the trajectory, the spell fails. Despite the + name, the spell works with any melee weapon. + duration: instantaneous + effect: null + level: bard 2, magus 2, skald 2 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Blasphemy: + area: nonevil creatures in a 40-ft.-radius spread centered on you + casting_time: 1 standard action + components: V + description: + - 'Any nonevil creature within the area of a blasphemy spell suffers the following + ill effects:' + duration: instantaneous + effect: null + level: cleric/oracle 7, inquisitor 6; Domain evil 7 + range: 40 ft. + saving_throw: Will partial + school: evocation [evil, sonic] + spell_resistance: 'yes' + target: null +Blast Barrier: + area: null + casting_time: 1 standard action + components: V, S, M (handful of snow, earth, or gravel) + description: + - "When you cast blast barrier, you cause a rippling wall of loose earth, mud, snow,\ + \ sand, or gravel to spring up in a designated space within the spell\u2019s range.\ + \ This wall provides total cover to all Large or smaller creatures and objects.\ + \ The barrier can only spring up in an area of natural, unworked ground. The energy\ + \ that forms the wall\u2019s matrix is unstable, and you must concentrate to maintain\ + \ the wall\u2019s shape. A blast barrier has an AC of 9, hardness 0, and 5 hit\ + \ points per caster level. When a blast barrier reaches 0 hit points, or when\ + \ you cease concentrating on maintaining it, the energies that maintain the barrier\u2019\ + s shape fail with explosive results, sending sharp chunks of the materials comprising\ + \ the wall and magical energy out along both sides. Any creature that is adjacent\ + \ to a blast barrier when it explodes takes 2d6 points of slashing damage and\ + \ 1d6 points of sonic damage per 3 caster levels (maximum 6d6). A successful Reflex\ + \ save halves the total damage done. Spell resistance applies as well." + duration: concentration , up to 1 round/2 levels + effect: 1-ft.-thick wall up to 10 ft. high by 20 ft. wide + level: druid 4, ranger 3, sorcerer/wizard 3, witch 4 + range: close (25 ft. + 5ft./2 levels) + saving_throw: Reflex half (see below) + school: transmutation (sonic) + spell_resistance: yes (see below) + target: null +Blast of Wind: + area: null + casting_time: 1 standard action + components: V, S + description: + - With a spiraling gesture of your hand and a forceful exhalation, you create a + brief but fierce (90 mph) blast of wind. This spell functions as gust of wind, + except all creatures within the area are treated as though they were one size + category smaller for the purpose of determining how the spell affects them. For + every 4 caster levels beyond 7th, creatures in the area are treated as an additional + size category smaller (to a maximum of three size categories smaller at 15th level). + duration: 1 round + effect: line-shaped blast of hurricane-force wind emanating out from you to the + extreme of the range + level: druid 4, sorcerer/wizard 4 + range: 60 ft. + saving_throw: Fort negates + school: evocation [air] + spell_resistance: 'yes' + target: null +Blaze of Glory: + area: 30-ft.-radius burst centered on you + casting_time: 1 standard action or immediate action; see text + components: V + description: + - You fall unconscious but also unleash a spectacular wave of holy energy that heartens + and heals your allies while leaving your opponents daunted and damaged. You can + cast this spell as either a standard action on your turn, or as an immediate action + when brought to below 0 hit points. If cast as a standard action, you are immediately + reduced to -1 hit points, but stable, after casting the spell. + duration: instantaneous and 1 round/level; see text + effect: null + level: paladin 4 + range: null + saving_throw: Will partial + school: conjuration (healing) [good, mind-affecting] + spell_resistance: 'yes' + target: null +Blazing Rainbow: + area: null + casting_time: 1 round + components: V, S, M (a drop of rainwater) + description: + - You create a spectrum of multicolored solid light that can be used for one of + two effects. + duration: 1 minute/level or until discharged (see text) + effect: bow or bridge of light + level: druid 6 + range: 0 ft. or 10 ft./level + saving_throw: none + school: evocation [light] + spell_resistance: 'no' + target: null +Bleed: + area: null + casting_time: 1 standard action + components: V, S + description: + - You cause a living creature that is below 0 hit points but stabilized to resume + dying. Upon casting this spell, you target a living creature that has -1 or fewer + hit points. That creature begins dying, taking 1 point of damage per round. The + creature can be stabilized later normally. This spell causes a creature that is + dying to take 1 point of damage. + duration: instantaneous + effect: null + level: cleric/oracle 0, inquisitor 0, psychic 0, shaman 0, sorcerer/wizard 0, witch + 0 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: necromancy + spell_resistance: 'yes' + target: one living creature +Bleed for Your Master: + area: null + casting_time: 1 immediate action + components: V, S + description: + - When you would be hit by an attack that requires an attack roll, or when you are + within an area of effect that allows you to attempt a Reflex saving throw, with + a single touch you compel the target to throw itself in front of the blow or shield + you from the effect. + duration: instantaneous + effect: null + level: antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3 + range: touch + saving_throw: none + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'no' + target: your animal companion , familiar , or fiendish servant +Blend: + area: null + casting_time: 1 standard action + components: S + description: + - You draw upon your elven link to the wilderness to change the coloration of yourself + and your equipment to match that of your surroundings. This grants you a +4 circumstance + bonus on Stealth checks and allows you to make Stealth checks without cover or + concealment, but only while you move no more than half your base speed or less. + If you move more than half your base speed on your turn, you gain no benefit from + this spell until the start of your next turn. If you make an attack, this spell + ends (as invisibility). + duration: 10 minutes/level + effect: null + level: alchemist 1, druid 1, magus 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard + 1, witch 1 + range: personal + saving_throw: null + school: illusion (glamer) + spell_resistance: null + target: you +Blend With Surroundings: + area: null + casting_time: 1 round + components: V, S, M/DF (a chess piece) + description: + - This spell changes the appearance of the affected creature so that it better blends + in with its surroundings. As chosen by you, the affected creature takes on the + appearance of a statue, furniture, a tree, a bush, a rock, or another object of + similar size. + duration: 10 minutes/level + effect: null + level: bard 1, cleric 1, druid 1, shaman 1, sorcerer/wizard 1, summoner 1, witch + 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fort negates (harmless) or Will disbelieves (if interacted with) + school: illusion (glamer) + spell_resistance: yes (harmless) + target: null +Bless: + area: The caster and all allies within a 50-ft. burst, centered on the caster + casting_time: 1 standard action + components: V, S, DF + description: + - Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack + rolls and on saving throws against fear effects. + duration: 1 min./level + effect: null + level: cleric/oracle 1, inquisitor 1, paladin 1, shaman 1; Domain community 1; Subdomain + leadership 1, resolve 1; Bloodline celestial 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; Subdomain divine 2 + range: touch + saving_throw: Will negates (object) + school: transmutation [good] + spell_resistance: yes (object) + target: flask of water touched +Bless Weapon: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This transmutation makes a weapon strike true against evil foes. The weapon is\ + \ treated as having a +1 enhancement bonus for the purpose of bypassing the DR\ + \ of evil creatures or striking evil incorporeal creatures (though the spell doesn\u2019\ + t grant an actual enhancement bonus). The weapon also becomes good-aligned, which\ + \ means it can bypass the DR of certain creatures. (This effect overrides and\ + \ suppresses any other alignment the weapon might have.) Individual arrows or\ + \ bolts can be transmuted, but affected projectile weapons (such as bows) don\u2019\ + t confer the benefit to the projectiles they shoot." + duration: 1 min./level + effect: null + level: paladin 1; Domain glory 2 + range: touch + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: weapon touched +Blessed Fist: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The target is considered to be armed even when unarmed, so it doesn\u2019t provoke\ + \ attacks of opportunity when it attacks foes with unarmed strikes. Its unarmed\ + \ strikes can deal lethal or nonlethal damage (target\u2019s choice). If the target\ + \ already has this ability (such as from the monk unarmed strike ability or the\ + \ Improved Unarmed Strike feat), its unarmed strikes gain a +1 enhancement bonus\ + \ on attack rolls and damage rolls, and they count as good-aligned weapons for\ + \ the purposes of overcoming damage reduction." + duration: 1 minute/level + effect: null + level: cleric 1, paladin 1 + range: touch + saving_throw: none + school: transmutation [good] + spell_resistance: 'yes' + target: creature touched +Blessing of Courage and Life: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - With this prayer you provide long-lasting succor to a wounded creature. For as + long as the effect lasts, the target receives a +2 morale bonus on saving throws + against fear and death effects. At any time while the spell is in effect, the + target can choose to end the spell as a swift action for a burst of healing energy. + The target loses the saving throw bonus, but is healed of 1d8 points of damage + +1 point per caster level (maximum +10). + duration: 1 minute/level (see below) + effect: null + level: cleric/oracle 2, paladin 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: conjuration (healing) [emotion] + spell_resistance: yes (harmless) + target: one living creature +Blessing of Fervor: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - With this blessing, you call your allies to move forth and empower them to conquer + and become victorious. Each round for the duration of this spell, each of your + allies can choose one of the following bonuses for that round at the beginning + of its turn (their choice). + duration: 1 round/level + effect: null + level: cleric/oracle 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: null +Blessing of Liberty: + area: null + casting_time: 1 standard action + components: V, S, M (a feather or small object that symbolizes good fortune) + description: + - "You imbue yourself with the blessings of liberty. You gain a +1 luck bonus per\ + \ 6 caster levels (minimum +1, maximum +3) to your CMD and on saving throws against\ + \ spells and traps that would move you or impede your movement. You can end the\ + \ spell\u2019s effects as a swift action to gain a +20 foot enhancement bonus\ + \ to your base speed for 1 round per whole minute of duration remaining." + duration: 1 minute/level + effect: null + level: bard 2, shaman 2 + range: personal + saving_throw: null + school: abjuration + spell_resistance: null + target: you +Blessing of the Mole: + area: 1 creature/level + casting_time: 1 round + components: V, S + description: + - The targets gain darkvision 30 feet and a +2 competence bonus on Stealth checks. + duration: 1 minute/level + effect: null + level: cleric/oracle 3, inquisitor 3, paladin 3, ranger 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none (harmless) + school: transmutation + spell_resistance: null + target: null +Blessing of the Salamander: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - When you cast this on a creature, its skin turns slick and clammy and it is able + to regenerate damage each round. While under the effects of the spell, the creature + gains fast healing 5, fire resistance 20 and a +2 competence bonus to its Combat + Maneuver Defense. + duration: 1 round/level + effect: null + level: druid 5, ranger 4 + range: touch + saving_throw: Fortitude negates (harmless) + school: transmutation (polymorph) + spell_resistance: yes (harmless) + target: null +Blessing of the Watch: + area: null + casting_time: null + components: null + description: + - "This spell functions like bless, except as noted. It works only in the caster\u2019\ + s home city, and in areas under the jurisdiction of the city watch. For example,\ + \ if the watch patrols a shantytown outside the city walls but not the ruined\ + \ subterranean tunnels that lie beneath the city, the spell works in the former\ + \ area but not the latter." + duration: 1 hour/level + effect: null + level: cleric 1, inquisitor 1, paladin 1 + range: null + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: null +Blessings of Luck and Resolve: + area: null + casting_time: 1 standard action + components: V, S + description: + - A favored blessing of halfling clerics, this spell grants its target a +2 morale + bonus on saving throws against fear effects. If the target has the fearless racial + trait, it is immune to fear instead. If the target fails a saving throw against + fear, it can end the spell as an immediate action to reroll the save with a +4 + morale bonus, and must take the new result, even if it is worse. + duration: 1 minute/level (D), special see below + effect: null + level: cleric 2, inquisitor 2, paladin 2 + range: touch + saving_throw: Will negates (harmless) + school: enchantment (compulsion) [mind-affecting] + spell_resistance: yes (harmless) + target: one living creature touched +Blight: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "This spell withers a single plant of any size. An affected plant creature takes\ + \ 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving\ + \ throw for half damage. A plant that isn\u2019t a creature doesn\u2019t receive\ + \ a save and immediately withers and dies." + duration: instantaneous + effect: null + level: druid 4, shaman 5, sorcerer/wizard 5, witch 5; Subdomain radiation 4, seasons + 4; Bloodline daemon 5 + range: touch + saving_throw: Fortitude half; see text + school: necromancy + spell_resistance: 'yes' + target: plant touched +Blightburn Weapon: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "You transform the target weapon into pure blightburn. The weapon functions as\ + \ normal, but any creature that touches it, or that it strikes, takes 2d6 points\ + \ of fire damage each round it remains in contact. In addition, the weapon emanates\ + \ an aura of radiation that causes blightburn sickness. This is as the disease,\ + \ but with a 10-foot radius and a save DC equal to this spell\u2019s save DC." + duration: 1 round/level (D) + effect: null + level: alchemist 4, inquisitor 4, magus 4, sorcerer/wizard 5, witch 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (object) + school: transmutation + spell_resistance: yes (object) + target: one weapon +Blinding Ray: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You blast your enemies with blinding rays of sunlight. You may fire one ray, plus + one additional ray for every four levels beyond 3rd (to a maximum of three rays + at 11th level). Each ray requires a ranged touch attack to hit. If a ray hits, + it explodes into powerful motes of light, and the target must save or be blinded + for 1 round. If the target has light blindness, light sensitivity, or is otherwise + vulnerable to bright light, it instead must save or be blinded for 1d4 rounds + and take 1d4 points of damage per two caster levels (maximum 5d4). Any creature + blinded by a ray sheds light as a sunrod for the duration of its blindness. The + rays may be fired at the same or different targets, but all rays must be aimed + at targets within 30 feet of each other and fired simultaneously. + duration: instantaneous (see text) + effect: one or more rays of light + level: cleric 2, inquisitor 3, paladin 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fort negates + school: evocation [good, light] + spell_resistance: 'yes' + target: null +Blindness-Deafness: + area: null + casting_time: 1 standard action + components: V + description: + - You call upon the powers of unlife to render the subject blinded or deafened, + as you choose. + duration: permanent (D) + effect: null + level: antipaladin 2, bard 2, bloodrager 2, cleric/oracle 3, psychic 2, shaman 3, + sorcerer/wizard 2, witch 2; Domain darkness 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Fortitude negates + school: necromancy [curse] + spell_resistance: 'yes' + target: one living creature +Blink: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You \u201Cblink\u201D quickly back and forth between the Material Plane and the\ + \ Ethereal Plane and look as though you\u2019re winking in and out of reality\ + \ at random. Blink has several effects, as follows." + duration: 1 round/level (D) + effect: null + level: bard 3, magus 3, psychic 3, sorcerer/wizard 3 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Blistering Invective: + area: 30-ft. radius + casting_time: 1 standard action + components: V, S + description: + - You unleash an insulting tirade so vicious and spiteful that enemies who hear + it are physically scorched by your fury. When you cast this spell, make an Intimidate + check to demoralize each enemy within 30 feet of you. Enemies that are demoralized + this way take 1d10 points of fire damage and must succeed at a Reflex save or + catch fire. Spell Resistance can negate the fire damage caused by this spell, + but does not protect the creature from the demoralizing effect. + duration: instantaneous + effect: null + level: alchemist 2, bard 2, inquisitor 2 + range: personal + saving_throw: Reflex partial, see text + school: evocation [fire, language-dependent] + spell_resistance: special, see below + target: null +Bloatbomb: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The target creature dies if it fails a Fortitude saving throw and its Hit Dice\ + \ are no more than half your caster level. If it dies, its corpse rapidly putrefies.\ + \ The next creature to touch the corpse within 1 minute per level of the target\u2019\ + s death causes the corpse to explode in a 10-foot-radius burst, dealing 3d6 points\ + \ of acid damage (Reflex half)." + duration: instantaneous and 1 minute/level (see text) + effect: null + level: antipaladin 4, cleric 4, sorcerer/wizard 4 + range: touch + saving_throw: Fort negates or Reflex half (see text) + school: necromancy [acid, death] + spell_resistance: 'yes' + target: living creature touched +Blood Armor: + area: null + casting_time: 1 standard action + components: V, S + description: + - Your blood becomes as hard as iron upon contact with air. Each time you take at + least 5 points of piercing or slashing damage, your armor gains a +1 enhancement + bonus to your AC. An outfit of regular clothing counts as armor that grants no + AC bonus for the purpose of this spell. This enhancement bonus stacks with itself, + but not with an existing enhancement bonus, to a maximum enhancement bonus of + +5. This spell has no effect while underwater or in environments that lack air. + duration: 1 minute/level + effect: null + level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, summoner/unchained + summoner 2, witch 2 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Blood Biography: + area: null + casting_time: 1 minute + components: V, S, M/DF (a scrap of parchment) + description: + - You learn the answers to a specific set of questions about a creature so long + as you have access to at least one drop of its blood. You can cast this spell + on the blood of the living or the dead, but living or undead creatures are entitled + to a Saving Throw to resist the spell. You can cast the spell on dried or fresh + blood. Once you cast the spell the answers to the following four questions appear + on any flat surface you designate (a wall, a piece of paper, and so on). + duration: instantaneous + effect: null + level: bard 2, bloodrager 3, cleric/oracle 3, inquisitor 3, medium 2, occultist + 2, psychic 3, sorcerer/wizard 3 + range: touch + saving_throw: Will negates (see text) + school: divination + spell_resistance: 'no' + target: null +Blood Blaze: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The target gains a 5-foot-radius aura that causes the blood of creatures in that\ + \ area to ignite upon contact with air. Any creature (including the spell\u2019\ + s target) within the aura that takes at least 5 points of piercing, slashing,\ + \ or bleed damage from a single attack automatically creates a spray of burning\ + \ blood. The spray strikes a creature in a randomly determined square adjacent\ + \ to the injured creature. The spray deals 1d6 points of fire damage to any creature\ + \ in that square, and 1 point of splash damage to all creatures within 5 feet\ + \ of the spray\u2019s target, including the target of this spell. A creature can\ + \ only create one spray of burning blood per round. Creatures that do not have\ + \ blood (including oozes and most constructs and undead) do not create blood sprays\ + \ when attacked." + duration: 1 round/level (D) + effect: null + level: alchemist 2, antipaladin 1, bloodrager 2, cleric 2, magus 2, psychic 2, sorcerer/wizard + 2, witch 2 + range: touch + saving_throw: Fort negates (harmless) + school: transmutation [fire] + spell_resistance: yes (harmless) + target: creature touched +Blood Boil: + area: null + casting_time: 1 standard action + components: V, S, M (a drop of mercury) + description: + - "The temperature of the target creature\u2019s blood (or other similar body fluid)\ + \ begins to rise over the next 3 rounds during the caster\u2019s turn. Each round\ + \ starting with the first, the target creature attempts a new saving throw at\ + \ the start of the caster\u2019s turn to resist that round\u2019s effect. A successful\ + \ save does not end the spell effect, but does prevent that round\u2019s effect.\ + \ On the round that this spell is cast, the target becomes fatigued. On the next\ + \ round, as the blood temperature begins to rise, the target\u2019s capillaries\ + \ burst, dealing 1d6 points of Constitution damage to the target. On the third\ + \ and final round, the target\u2019s blood begins to boil; the spell deals 1d6\ + \ points of damage per caster level (to a maximum of 15d6), and\u2014if the target\ + \ is still alive\u2014the target becomes exhausted rather than fatigued." + duration: 3 rounds + effect: null + level: magus 5, sorcerer/wizard 5, witch 5 + range: touch + saving_throw: Fort negates (see text) + school: necromancy + spell_resistance: 'yes' + target: one living creature +Blood Crow Strike: + area: null + casting_time: 1 round + components: V, S + description: + - Your unarmed strikes release blasts of energy in the form of bolts of fire or + glowing red crows, which fly instantaneously to strike your target. You can make + unarmed strike or flurry of blows attacks against the target as if it were in + your threatened area; each successful attack deals damage as if you had hit it + with your unarmed strike, except half the damage is fire and half is negative + energy (this negative energy does not heal undead). For example, if you are a + 14th-level monk, you can use a flurry of blows to attack five times, creating + one energy crow for each successful attack against the target, and dealing 2d6 + points of damage (plus appropriate unarmed strike modifiers) with each crow. + duration: instantaneous + effect: null + level: cleric/oracle 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: evocation [fire] + spell_resistance: null + target: one creature +Blood Mist: + area: 60-ft. radius + casting_time: 1 standard action + components: V, S, M (a pinch of dried red algae) + description: + - "This spell summons forth a misty cloud of rust-red toxic algae. Any creature\ + \ within the mist is coated by it, turning the creature the same reddish color.\ + \ All targets within the mist gain concealment. Any creature within the mist must\ + \ save or take 1d4 points of Wisdom damage and become enraged, attacking any creatures\ + \ it detects nearby (as the \u201Cattack nearest creature\u201D result of the\ + \ confused condition). An enraged creature remains so as long as the spell is\ + \ in effect. A creature only needs to save once each time it is within the mist\ + \ (though leaving and returning requires another save)." + duration: 1 minute/level + effect: null + level: druid 8, shaman 8; Mystery lunar 8 + range: medium (100ft. +10ft./level) + saving_throw: Fortitude negates (see text) + school: conjuration (creation) [poison] + spell_resistance: null + target: null +Blood Money: + area: null + casting_time: 1 swift action + components: V, S + description: + - "You cast blood money just before casting another spell. As part of this spell\u2019\ + s casting, you must cut one of your hands, releasing a stream of blood that causes\ + \ you to take 1d6 points of damage. When you cast another spell in that same round,\ + \ your blood transforms into one material component of your choice required by\ + \ that second spell. Even valuable components worth more than 1 gp can be created,\ + \ but creating such material components requires an additional cost of 1 point\ + \ of Strength damage, plus a further point of damage for every full 500 gp of\ + \ the component\u2019s value (so a component worth 500\u2013999 gp costs a total\ + \ of 2 points, 1,000\u20131,500 costs 3, etc.). You cannot create magic items\ + \ with blood money." + duration: Instantaneous + effect: 1 material component + level: magus 1, sorcerer/wizard 1, witch 1 + range: 0 ft. + saving_throw: null + school: transmutation + spell_resistance: null + target: null +Blood Rage: + area: null + casting_time: 1 standard action + components: V, S, M (a drop of blood from each creature to be affected) + description: + - The targets of this spell become angrier as they fight, the pain of their wounds + fueling their strength. An affected creature gains a cumulative +2 morale bonus + to Strength and a cumulative -1 penalty to AC for every 5 points of damage it + takes (maximum +10 Strength, -5 AC) for the duration of the spell. These bonuses + last until the spell expires or the target falls unconscious. + duration: 1 round/level + effect: null + level: adept 3, bard 2, cleric 3, sorcerer/wizard 3 + range: close (25 ft. + 5 ft./level) + saving_throw: Will negates (harmless) + school: enchantment (compulsion) [mind-affecting] + spell_resistance: yes (harmless) + target: null +Blood Salvation: + area: null + casting_time: 1 standard action + components: V, S + description: + - "While under the effect of this spell, you\u2019re immune to any damaging area\ + \ spells you cast. You can dismiss this spell as an immediate action when you\ + \ are caught within the area of someone else\u2019s damaging area spell; if you\ + \ do, you\u2019re immune to that particular casting of that spell as well. If\ + \ you have the blood casting class feature, you can cast this spell as a swift\ + \ action instead of a standard action while you\u2019re in a bloodrage." + duration: 1 round/level (D; see below) + effect: null + level: bloodrager 3 + range: personal + saving_throw: null + school: abjuration + spell_resistance: null + target: you +Blood Scent: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You greatly magnify the target\u2019s ability to smell the presence of blood.\ + \ The target is considered to have the scent universal monster ability, but only\ + \ for purposes of detecting and pinpointing injured creatures (below full hit\ + \ points). Creatures below half their full hit points or suffering bleed damage\ + \ are considered strong scents for this ability." + duration: 1 minute/level (D) + effect: null + level: alchemist 3, antipaladin 2, bloodrager 3, cleric 3, druid 3, inquisitor 3, + psychic 3, ranger 2, sorcerer/wizard 3, witch 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: null +Blood Sentinel: + area: null + casting_time: 1 standard action + components: V, S, M (a life-sized animal sculpture of a familiar made of clay, cloth, + stone, or wood, plus mandrake root worth 25 gp) + description: + - "After casting this spell, you pour a few drops of your blood and saliva into\ + \ the mouth of the animal sculpture material component, temporarily giving it\ + \ life. The animal is bonded to you as if it were a familiar, and it has the abilities\ + \ of a familiar (use your caster level as your effective wizard level to determine\ + \ its abilities), but it does not grant you the Alertness feat or the special\ + \ ability of its animal type. If your blood sentinel is slain, you take 2 points\ + \ of Intelligence drain and the blood sentinel\u2019s body becomes a destroyed\ + \ statue. This spell has no effect if you already have a familiar or another blood\ + \ sentinel." + duration: 10 minutes/level + effect: null + level: alchemist 3, sorcerer/wizard 3 + range: touch + saving_throw: none + school: transmutation + spell_resistance: no (harmless) + target: one animal sculpture +Blood Song: + area: null + casting_time: 2 minutes + components: "V, S, M (the caster\u2019s blood)" + description: + - "This spell functions as imbue with spell ability, with the following exceptions:\ + \ only bard spells of the conjuration (healing), enchantment, and transmutation\ + \ schools can be transferred; the imbued spells last for 1 day; and the subject\ + \ isn\u2019t beholden to any principles regarding the imbued spells\u2019 use." + duration: 1 day or until discharged (D) + effect: null + level: bard 4 + range: touch + saving_throw: Will negates (harmless) + school: evocation + spell_resistance: yes (harmless) + target: creature touched; see text +Blood Tentacles: + area: null + casting_time: 1 standard action + components: "V, S, M (a fresh handful of the caster\u2019s blood)" + description: + - "You smear a handful of your own blood across your chest, causing one writhing\ + \ tentacle per caster level to burst forth. You can direct these tentacles to\ + \ attack a single creature within 15 feet as a standard action, or one creature\ + \ per 5 caster levels as a full-round action. Each tentacle has an attack bonus\ + \ equal to your base attack bonus plus either your Constitution or Charisma bonus\ + \ (whichever is higher). Each tentacle deals 2d6 points of damage, and a tentacle\ + \ collapses into dried blood on a successful hit, granting you a number of temporary\ + \ hit points equal to the damage dealt. You can\u2019t gain more temporary hit\ + \ points than your maximum number of hit points. These temporary hit points disappear\ + \ after 1 hour." + duration: 1 round/level + effect: null + level: antipaladin 4, cleric 5, shaman 5, sorcerer/wizard 5, summoner 4, witch 5 + range: personal + saving_throw: Will negates (harmless) + school: necromancy + spell_resistance: 'no' + target: you +Blood Ties: + area: null + casting_time: 1 standard action + components: V, S, F (a small length of crimson string) + description: + - "One of the targets of this spell must be a hostage\u2014a bound, pinned, or helpless\ + \ creature within your reach (though the spell doesn\u2019t end if the hostage\ + \ later moves beyond your reach). The second target must be a member of the first\ + \ target\u2019s family. If neither creature successfully saves against the spell,\ + \ the second target also takes any damage conferred to the hostage, provided both\ + \ are still alive, to a maximum of 10 points of damage per caster level per day\ + \ (damage beyond that necessary to kill the first target does not transfer). This\ + \ transferred damage is typeless and ignores the second creature\u2019s damage\ + \ reduction and resistances. If either target succeeds at the saving throw, you\ + \ can never attempt to exploit the connection between these particular two creatures\ + \ again. The connection between your targets weakens when the two are less familiar\ + \ with one another. Each target gains a +2 bonus on its save if the two are distant\ + \ relations or related by marriage. Each target takes a \u20132 penalty on its\ + \ save if the two targets are parent and child or siblings." + duration: 1 day/level (D) + effect: null + level: antipaladin 4, cleric 5, druid 5, inquisitor 5, psychic 5, shaman 5, witch + 5 + range: unlimited (see text) + saving_throw: Will negates (see text) + school: necromancy [evil] + spell_resistance: 'no' + target: two living creatures +Blood Transcription: + area: null + casting_time: 1 standard action + components: V, S + description: + - By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, + you can attempt to learn a spell that spellcaster knew. Select one spell available + to the dead spellcaster (this must be a spell on your spell list); you gain the + knowledge of this spell for 24 hours. During this time, you may write it down + (or teach it to your familiar, if you are a witch) using the normal rules for + copying a spell from another source. Once you have learned it, you may prepare + the spell normally. + duration: 24 hours + effect: null + level: alchemist 2, magus 2, wizard 2, witch 2 + range: touch + saving_throw: none + school: divination [evil] + spell_resistance: null + target: one dead spellcaster +Blood in the Water: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "As part of the casting of this spell, you must deal 1 point of piercing or slashing\ + \ damage to yourself to release your blood. This causes you to take 1 point of\ + \ bleed damage. While the spell is in effect, all sharks, feeders in the depths,\ + \ and creatures with the blood frenzy ability in the area gain a +2 bonus to Strength\ + \ and Constitution and take a \u20132 penalty to AC. This is treated as blood\ + \ frenzy for the purposes of other feats and effects, and doesn\u2019t stack with\ + \ the effects of actual blood frenzy. If you cease bleeding, the spell immediately\ + \ ends." + duration: 1 round/level + effect: null + level: cleric 2, psychic 2, sorcerer/wizard 2 + range: 20 ft. + saving_throw: Will negates (harmless) + school: necromancy (emotion) + spell_resistance: yes (harmless) + target: null +Blood of the Martyr: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You cause the target to bleed from every orifice, and her organs and blood become\ + \ suffused with positive energy. If the subject fails her Fortitude save, she\ + \ takes 1d6 points of bleed damage per 4 caster levels (to a maximum of 4d6 at\ + \ 16th level) when you cast this spell. Any creature that takes a full-round action\ + \ to sup the blood of the bleeding subject heals a number of hit points equal\ + \ to twice as many as the subject lost that round due to the bleed effect. The\ + \ subject must be willing or helpless to sup her blood, which provokes attacks\ + \ of opportunity. Only one creature can be healed in this way per round. The subject\ + \ can lick her own wounds in this way to regain half as many hit points as she\ + \ lost that round. If the bleeding effect is stopped or the spell\u2019s duration\ + \ ends, the subject\u2019s blood no longer heals those who drink it, though in\ + \ the latter case the subject continues to bleed until the bleeding is stopped\ + \ via magical healing or a successful DC 15 Heal check." + duration: 1 round/level + effect: null + level: cleric/oracle 2, inquisitor 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: Fort negates + school: necromancy + spell_resistance: 'yes' + target: one living creature +Bloodbath: + area: null + casting_time: 1 standard action + components: V, S, F (a ceremonial dagger ) + description: + - "You cut yourself with the dagger, dealing yourself 1d6 points of bleed damage.\ + \ So long as you keep taking this bleed damage, your targets each bleed for 1d6\ + \ points of damage at the beginning of their turns. The bleed damage on any target\ + \ ends if that target receives magical healing, or if your bleed damage ends for\ + \ any reason. This spell has no effect if you\u2019re immune to bleed damage or\ + \ can otherwise reduce or ignore the bleed damage to yourself." + duration: 1 round/level (D) + effect: null + level: antipaladin 1, bloodrager 1, cleric 2, inquisitor 2, medium 1, psychic 2, + sorcerer/wizard 2, spiritualist 2, witch 2 + range: close (25 ft. + 5 ft./level) + saving_throw: Fort negates + school: necromancy + spell_resistance: 'yes' + target: up to one living creature/level, no two of which can be more than 30 feet + apart +Bloodhound: + area: null + casting_time: 1 standard action + components: V, S, M (a drop of blood and a pinch of cinnamon) + description: + - You gain the scent special quality, including the ability to track by scent. You + receive a +8 competence bonus on Perception checks involving smell and a +4 competence + bonus on Survival checks to track using scent. You take a -4 penalty on saving + throws against odor-related effects such as the stench ability and stinking cloud. + A creature under the effects of bloodhound can detect poison by scent with a DC + 20 Perception check. + duration: 1 hour/level + effect: null + level: alchemist 3, inquisitor 2, ranger 2 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: null +Bloodstone Mirror: + area: null + casting_time: 1 standard action + components: V, S, M (a red bloodstone worth 500 gp) + description: + - This spell reflects any attempts to steal your free will. Whenever you are exposed + to a mind-affecting effect or a spell that would otherwise give another creature + control of your actions (such as control undead), you can dispel this effect as + an immediate action to redirect the spell to a creature within 30 feet. The affected + creature must attempt a save against the original DC of the triggering effect. + On a failure, it is subject to the effects of the triggering spell, with the exception + that you are treated as the original caster (statistics determined by caster level + are still calculated according to its original caster). The target creature applies + any spell resistance or immunities it has normally. You can have only one instance + of this spell active at a time. + duration: 1 hour/level + effect: null + level: cleric 7, occultist 5, witch 7 + range: personal + saving_throw: null + school: abjuration + spell_resistance: null + target: you +Bloodsworn Retribution: + area: null + casting_time: 1 round + components: V, S, M (your blood) + description: + - When you cast this spell, you cut yourself and swear an oath of retribution on + your own blood. You decide how much damage you want to take from this attack, + up to 25 points. This damage cannot be healed for as long as the spell is in effect. + Anytime you perform an attack, save, or check that is directly related to the + oath and brings you closer to the fulfillment of that oath, you gain a morale + bonus to that roll equal to the number of hit points of damage you took from the + oath divided by 5. The GM is the final arbiter over whether or not an action qualifies + for this bonus. When you fulfill the oath (or choose to forsake it), the spell + ends, and the lost hit points can be healed as normal. + duration: special (see text) + effect: null + level: cleric/oracle 6, paladin 4, ranger 4 + range: personal + saving_throw: null + school: necromancy + spell_resistance: null + target: you +Bloody Arrows: + area: null + casting_time: 1 standard action + components: V, S + description: + - "Whenever this spell\u2019s target hits a creature with a ranged weapon that successfully\ + \ deals piercing or slashing damage, the struck creature takes 1 point of bleed\ + \ damage. Unlike most bleed damage, the bleed damage dealt by the subject of this\ + \ spell is cumulative up to an amount equal to 1/2 your caster level (to a maximum\ + \ of 5 points of bleed damage at 10th level)." + duration: 1 round/level + effect: null + level: antipaladin 3, inquisitor 3, magus 3, ranger 3, shaman 4, sorcerer/wizard + 4, witch 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none (harmless) + school: necromancy + spell_resistance: no (harmless) + target: one willing creature +Bloody Claws: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "You give a creature the ability to deal bleed damage when making natural attacks\ + \ so long as the attack deals slashing or piercing damage. This bleed damage for\ + \ each attack is equal to one-half your caster level (limited to the creature\u2019\ + s maximum damage with that attack), though bleed damage does not stack. When two\ + \ or more attacks deal bleed damage, take the worse effect." + duration: 1 minute/level + effect: null + level: druid 4, ranger 3 + range: touch + saving_throw: Fortitude negates (harmless) + school: necromancy + spell_resistance: yes (harmless) + target: null +Bloody Tears and Jagged Smile: + area: null + casting_time: 1 standard action + components: V, S + description: + - Your eyes turn black and weep blood, and your teeth become jagged fangs. You gain + a bite attack (1d3 points of damage if you are Small, 1d4 points of damage if + you are Medium). You gain a +4 profane bonus on Intimidate checks and on your + spell DCs for spells with the fear descriptor. You perceive creatures as if using + deathwatch. + duration: 10 minutes/level + effect: null + level: arcanist 2, cleric/oracle 2, sorcerer/wizard 2, warpriest 2 + range: personal and see text + saving_throw: none + school: necromancy + spell_resistance: 'yes' + target: you and see text +Blot: + area: 10 ft.-radius burst + casting_time: 1 standard action + components: V, S, M (a bit of cloth made wet with saliva) + description: + - 'This spell reduces all types of writing and other recognizable symbols found + on any sort of surface within range into illegible smears. It affects books, carvings + on stone, or even tattoos with equal ease. It does not affect writing that is + not actually on a surface, such as an illusion, projection, reflection, or anything + similar. Spellbooks and magical items that contain writing (such as scrolls) gain + a saving throw to resist the effects of this spell. Against magical writing created + by spell effects (such as glyphs of warding or symbols), blot instead functions + as a dispel magic spell capable of targeting all such spell effects in the area. + This spell has no effect on writing found on artifacts or similarly unique surfaces. ' + duration: 24 hours + effect: null + level: bard 3, cleric 3, sorcerer/wizard 3 + range: close (25 ft. + 5 ft/2 levels) + saving_throw: Will negates (object) + school: transmutation + spell_resistance: yes (object) + target: null +Blur: + area: null + casting_time: 1 standard action + components: V + description: + - "The subject\u2019s outline appears blurred, shifting, and wavering. This distortion\ + \ grants the subject concealment (20% miss chance)." + duration: 1 min./level (D) + effect: null + level: alchemist 2, bard 2, magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained + summoner 2; Bloodline destined 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; Mystery shadow 1 + range: personal + saving_throw: null + school: illusion (glamer) + spell_resistance: null + target: you +Body Capacitance: + area: null + casting_time: 1 standard action + components: V, S, M (an iron coil) + description: + - If you take electricity damage while this spell is active, some of the energy + is stored on your skin, as with holding the charge on a touch spell. You can release + this stored electricity by making a melee touch attack. You gain a +3 bonus on + the attack roll if your opponent is wearing metal armor, is carrying a metal weapon, + or is made of metal. The target of your touch attack is dealt electricity damage + equal to half the amount of electricity damage you took after you cast this spell + (for example, if you saved for half damage against a lightning bolt and took only + 15 points of electricity damage, your next touch attack deals 7 points of electricity + damage). This spell is discharged once you hit with a melee touch attack to deliver + its damage. If you take electricity damage multiple times while this spell is + active, use the largest amount of electricity damage you took to determine your + touch attack damage. + duration: 1 minute/level or until discharged (see text) + effect: null + level: alchemist 1, sorcerer/wizard 1 + range: personal + saving_throw: null + school: transmutation [electricity] + spell_resistance: null + target: you +Body Double: + area: null + casting_time: 1 standard action + components: V, S, M (two glass beads) + description: + - Upon casting this spell, choose a primary target and a secondary target, both + of which must be within range. If the primary target fails or forfeits its saving + throw, its appearance, scent, sounds, and mannerisms change to match those of + the secondary target. + duration: 1 round/level + effect: null + level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: illusion (glamer) + spell_resistance: 'yes' + target: two creatures; see text +Boiling Blood: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The blood of the targeted creatures begins to boil. If a target fails its save,\ + \ it takes 1 point of fire damage per round. This spell has no effect on creatures\ + \ that don\u2019t have blood." + duration: concentration + 1 round/level (D) + effect: null + level: bard 2, bloodrager 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2, witch + 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Fortitude negates (see text) + school: transmutation + spell_resistance: null + target: null +Bolt of Glory: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You fire a ray of positive energy. A creature struck takes varying damage, depending + on its nature and home plane of existence. + duration: instantaneous + effect: null + level: glory 6 + range: close (25 ft. + 5 ft./level) + saving_throw: none + school: evocation [good] + spell_resistance: 'yes' + target: ray +Bolts of Bedevilment: + area: null + casting_time: 1 standard action + components: V, S + description: + - You can fire one ray per round that dazes one living creature for 1d3 rounds. + duration: 1 round/level + effect: null + level: madness 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: enchantment [mind-affecting] + spell_resistance: 'yes' + target: ray +"Bomber\u2019s Eye": + area: null + casting_time: 1 standard action + components: S + description: + - This extract allows you to throw weapons farther and more accurately. While this + extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, + you receive a +1 insight bonus on attack rolls made with thrown weapons. + duration: 1 round/level + effect: null + level: alchemist 1 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: null +Bone Fists: + area: null + casting_time: 1 standard action + components: V, S, M (the knucklebone of a dire animal) + description: + - "The bones of your targets\u2019 joints grow thick and sharp, protruding painfully\ + \ through the skin at the knuckles, elbows, shoulders, spine, and knees. The targets\ + \ each gain a +1 bonus to natural armor and a +2 bonus on damage rolls with natural\ + \ weapons, and they are treated as having armor spikes, with which they are proficient." + duration: 1 minute/level + effect: null + level: bloodrager 2, cleric 2, druid 2, psychic 2, shaman 2, sorcerer/wizard 2, + witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none (harmless) + school: necromancy + spell_resistance: 'no' + target: null +Bone Flense: + area: null + casting_time: 1 standard action + components: M/F (a jagged shard of bone from a humanoid creature) + description: + - Choose a creature that you can see. When that creature is struck by a weapon wielded + by a member of the Crimson Assassins, a sawtooth sabre, or by the claw of a giant + mantis, the bone nearest to the wound instantly sprouts jagged, razor-sharp spurs + that flense the muscle and flesh from the inside out unless the target succeeds + at a Fortitude save. The creature takes 1d6 points of piercing damage per caster + level. While the bone returns to normal immediately after dealing damage, the + creature takes 1d4 points of bleed damage for 1 round per 2 caster levels. The + victim is sickened by the pain for the duration of the bleeding. If the target + creature has no bones, this spell has no effect. + duration: 1 round/level + effect: null + level: bloodrager 2, cleric 3, druid 3, inquisitor 3, magus 3, sorcerer/wizard 3, + witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fort negates + school: transmutation + spell_resistance: 'yes' + target: one living creature +Boneshaker: + area: null + casting_time: 1 standard action + components: V, S, F (human-shaped fetish made of bones) + description: + - "By using a bone fetish like a marionette, you take control of a target creature\u2019\ + s skeleton. This has a variety of effects depending on whether the target is living\ + \ or undead." + duration: instantaneous + effect: null + level: antipaladin 1, cleric 2, inquisitor 2, sorcerer/wizard 2, spiritualist 2, + witch 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Fortitude partial or negates (see text) + school: necromancy + spell_resistance: 'yes' + target: one living creature or undead creature with a skeleton +Boneshatter: + area: null + casting_time: 1 standard action + components: V, S, M (a broken bone) + description: + - "The target\u2019s bones (or exoskeleton) splinter, dealing 1d6 points of damage\ + \ per caster level (maximum 15d6) to the target, which is also exhausted for 1\ + \ minute per caster level from the pain and exertion of the transformation." + duration: instantaneous and 1 minute/level (see text) + effect: null + level: arcanist 4, cleric/oracle 5, sorcerer/wizard 4, warpriest 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude partial (see text) + school: necromancy + spell_resistance: 'yes' + target: one corporeal creature or object +Book Ward: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a drop of clear oil) + description: + - As protection from energy, except as noted above and that the spell only protects + against acid and fire damage. While the energy protection remains, the item is + also completely waterproof (this protection extends to other liquids as well, + such as alcohol and oil). + duration: 1 day/level or until discharged (see text) + effect: null + level: bard 2, cleric/oracle 2, sorcerer/wizard 2 + range: touch + saving_throw: Will negates + school: abjuration + spell_resistance: Yes (harmless) + target: one touched object of up to 10 pounds/level +Borrow Corruption: + area: null + casting_time: 1 standard action + components: "V, S, M (a dirty scrap of a good priest\u2019s raiment)" + description: + - You touch a creature with at least one manifestation from a corruption. You temporarily + gain any stains and gifts that corruption grants to the creature, and the creature + retains them. If the gifts have limited uses, you count as having no uses remaining. + You take 1d3 points of Wisdom drain whenever you cast this spell. + duration: 1 minute/level (D) + effect: null + level: antipaladin 2, cleric 4, druid 4, medium 2, occultist 3, psychic 4, shaman + 4, witch 4 + range: touch + saving_throw: none + school: transmutation [evil] + spell_resistance: 'no' + target: creature touched +Borrow Fortune: + area: null + casting_time: 1 immediate action + components: V + description: + - When you make a d20 roll, you may choose to immediately cast this spell to reroll + that die before success or failure is known, keeping the more favorable result. + For the next two rounds following your casting of the spell, you must roll two + dice each time a d20 roll is called for, keeping the less favorable result. + duration: instantaneous; see text + effect: null + level: medium 3, oracle 3, psychic 3; Subdomain fate 3 + range: personal + saving_throw: null + school: evocation + spell_resistance: null + target: null +Borrow Skill: + area: null + casting_time: 1 standard action + components: S + description: + - "You borrow one of the target\u2019s known skills. After touching the subject,\ + \ you can make a single check with the chosen skill using the subject\u2019s skill\ + \ ranks, but modified by your own key ability." + duration: up to 1 round/level (see description) + effect: null + level: bard 1, psychic 1; Subdomain cooperation 1 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: null +Bouncing Bomb Admixture: + area: null + casting_time: 1 swift action + components: V, S + description: + - "Upon drinking an extract created with this formula, you make a significant change\ + \ to your magical reserve that modifies the nature of the next bomb you create\ + \ and throw during this extract\u2019s duration. This effect on your magical reserve\ + \ has no effect on any discoveries that you use to modify your bombs, but you\ + \ can only have one admixture effect (a formula with \u2018bomb admixture\u2019\ + \ in its title) active at a time. If you drink another bomb admixture, the effects\ + \ of the former bomb admixture end and the new one becomes active." + duration: 1 round + effect: null + level: alchemist 3 + range: personal + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: 'no' + target: you +Bouncy Body: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The target\u2019s flesh becomes flexible and rubbery." + duration: 10 minutes/level + effect: null + level: alchemist 1, bloodrager 1, sorcerer/wizard 1, witch 1 + range: touch + saving_throw: null + school: transmutation + spell_resistance: null + target: creature touched +Bountiful Banquet: + area: null + casting_time: 10 minutes + components: V, S, M (a turkey bone) + description: + - "You conjure a beautiful and delicious feast with hors d\u2019oeuvres, four courses\ + \ worth of food, and plentiful drink. The food appears on ornate serving trays\ + \ or in exquisite covered tureens, as appropriate to each type of dish. Place\ + \ settings and serving utensils also appear\u2014enough for each creature that\ + \ will participate in the feast\u2014along with elegant tablecloths and table\ + \ linens. The spell doesn\u2019t create furniture, but the feast does adapt to\ + \ appear on top of existing tables (or similar objects in the environment)." + duration: 1 hour; see text + effect: feast for two creatures/level + level: bard 4, cleric 4, druid 4, shaman 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +Bow Spirit: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - A bow spirit is a shapeless force that hovers about you, taking ammunition from + your quiver and firing it. For as long as the bow spirit lasts, you can spend + a swift action to direct the bow spirit to fire an arrow or a bolt at a target + of your choice, as if the bow spirit were firing the necessary ranged weapon. + The bow spirit uses your base attack bonus plus your Dexterity modifier, as well + as any bonuses and effects from feats you have that affect ranged attacks, or + bonuses from the ammunition it uses. + duration: 1 round/level + effect: null + level: ranger 4 + range: personal + saving_throw: null + school: conjuration (creation) + spell_resistance: null + target: null +Bowstaff: + area: null + casting_time: 1 swift action + components: V + description: + - "The bow that is touched takes on the rigidity and toughness of forged steel,\ + \ allowing it to be used as a melee weapon. The spell allows a shortbow to be\ + \ used as a club or a longbow to be used as a quarterstaff, although the bow retains\ + \ its normal hit points and hardness. The bow\u2019s enhancement bonus, if any,\ + \ applies on melee attack and damage rolls. Additional weapon special weapon qualities\ + \ also apply to melee attacks if such qualities can be added to a melee weapon." + duration: 1 round/level (D) + effect: null + level: inquisitor 1, paladin 1, ranger 1 + range: personal + saving_throw: Will negates (harmless, object) + school: transmutation + spell_resistance: yes (harmless, object) + target: one weapon (bow) +Brand: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - Brand etches an indelible rune or mark of no more than 6 characters onto a creature, + inflicting 1 point of damage. The mark may be placed on any exposed portion of + the creature, typically the head or forearm. A brand can be hidden by clothing + or removed by scraping it away (causing 1d6 points of damage), though the brand + returns if the damage is healed. + duration: 1 day/level + effect: null + level: inquisitor 0 + range: touch + saving_throw: Fortitude negates + school: transmutation [curse] + spell_resistance: 'yes' + target: null +Brand of Conformity: + area: null + casting_time: 1 round + components: V, S, DF + description: + - "This spell etches the symbol of a nation, organization, or order on the target,\ + \ dealing 1 point of damage. The mark can be placed on any exposed portion of\ + \ the creature, typically the head or forearm. While branded in this way, the\ + \ recipient loses the ability to speak or understand its racial language and the\ + \ language of its homeland or primary culture (if these are different). For example,\ + \ an elf raised among a primitive tribe would lose Elven and the tribal language\ + \ (if she knew both those languages), while a halfling raised among dwarves would\ + \ lose both Halfling and Dwarven (if she knew both those languages). A gnome raised\ + \ among gnomes would lose Gnome, but no other language. This spell never suppresses\ + \ Common or Undercommon, nor does it prevent spellcasting, though it may prevent\ + \ a target from speaking intelligibly if it suppresses all of the target\u2019\ + s languages. A brand of conformity can be hidden beneath clothing or removed by\ + \ scraping it away (the latter deals 1d6 points of damage, though the brand returns\ + \ if that damage is healed). In any event, the language-suppression element of\ + \ a brand of conformity continues to function even when hidden or scraped away." + duration: 1 day/level + effect: null + level: inquisitor 1 + range: touch + saving_throw: Fort negates + school: transmutation [curse] + spell_resistance: 'yes' + target: creature touched +Brand of Hobbling: + area: null + casting_time: 1 round + components: V, S, DF + description: + - This spell etches a symbol of chains, a particular prison, or a lawful institution + on the target, dealing 1d6 points of damage. The mark can be placed on any exposed + portion of the creature, typically on the head or forearm. While the recipient + is branded in this way, all of its movement speeds are reduced by half (rounded + down to the next 5-foot increment). A brand of hobbling can be hidden by clothing + or removed by scraping the brand away (the latter deals 1d6 points of damage, + though the brand returns if that damage is healed), but in either case the effects + of a brand of hobbling continue to function. + duration: 1 day/level + effect: null + level: inquisitor 2 + range: touch + saving_throw: Fort negates + school: transmutation [curse] + spell_resistance: 'yes' + target: creature touched +Brand of Tracking: + area: null + casting_time: 1 round + components: V, S, DF + description: + - "This spell etches the symbol of an eye or a lawful institution on the target,\ + \ dealing 1d6 points of damage. The mark can be placed on any exposed portion\ + \ of the creature, typically the head or forearm. While the target is branded\ + \ in this way, twice per day as a standard action, you can instantly determine\ + \ in what direction and how far away the target is, as long as it is within a\ + \ range equal to 1 mile per your caster level. If the target travels beyond this\ + \ range or to another plane, you cannot gain information about the recipient\u2019\ + s location. Similarly, if the target becomes warded by a spell or effect that\ + \ thwarts divination spells (such as nondetection) or moves into such an area\ + \ (such as one created by antimagic field), you cannot gain information about\ + \ the target\u2019s location. This effect otherwise works as a locate creature\ + \ spell that lasts for 1 minute per caster level. It can be fooled by mislead\ + \ but not by polymorph." + duration: permanent + effect: null + level: inquisitor 4 + range: touch + saving_throw: Fort negates + school: transmutation [curse] + spell_resistance: 'yes' + target: creature touched +Break: + area: null + casting_time: 1 standard action + components: V, S, M (a twig) + description: + - You can attempt to break or at least damage any one Medium or smaller object within + range. If the target fails its Fortitude Saving Throw, it gains the broken condition. + If cast on a broken item, that item is destroyed on a failed save. + duration: instantaneous + effect: null + level: bloodrager 1, psychic 1, sorcerer/wizard 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude negates (object) + school: transmutation + spell_resistance: yes (object) + target: null +Break Enchantment: + area: null + casting_time: 1 minute + components: V, S + description: + - This spell frees victims from enchantments, transmutations, and curses. Break + enchantment can reverse even an instantaneous effect. For each such effect, you + make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + + caster level of the effect. Success means that the creature is free of the spell, + curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse. + duration: instantaneous + effect: null + level: bard 4, cleric/oracle 5, inquisitor 5, paladin 4, shaman 5, sorcerer/wizard + 5, witch 5; Domain liberation 5, luck 5; Subdomain restoration 5; Bloodline destined + 5; Mystery godclaw 5, spellscar 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: see text + school: abjuration + spell_resistance: 'no' + target: null +Breath of Life: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). + duration: instantaneous + effect: null + level: cleric/oracle 5, shaman 5; Domain healing 5; Mystery life 5 + range: touch + saving_throw: Will negates (harmless) or Will half, see text + school: conjuration (healing) + spell_resistance: yes (harmless) or yes, see text + target: creature touched +Brightest Light: + area: null + casting_time: null + components: null + description: + - "This spell functions as daylight, except it lasts longer. In addition, as a swift\ + \ action once during the spell\u2019s duration, you can will the light to try\ + \ to end a magical darkness effect located within 60 feet of the light this spell\ + \ emits. Attempt a dispel check (1d20 + your caster level), with a DC equal to\ + \ 11 + the caster level of the darkness effect. If you succeed, the darkness effect\ + \ ends. Regardless of whether you are successful, the light from this spell dims\ + \ to the brightness of a torch for the spell\u2019s remaining duration." + duration: 1 hour/level (D) + effect: null + level: bard 4, cleric 4, druid 4, inquisitor 4, magus 4, occultist 4, paladin 4, + ranger 4, shaman 4, sorcerer/wizard 4 + range: null + saving_throw: null + school: evocation [light] + spell_resistance: null + target: null +Brightest Night: + area: null + casting_time: 1 standard action + components: V, S + description: + - You grant low-light vision to the affected creatures. Creatures that already have + low-light vision have their existing low-light vision enhanced so that they can + see four times as far in conditions of dim light. Creatures within 10 feet of + someone under the effects of brightest night do not gain concealment from dim + light. + duration: 1 hour/level + effect: null + level: arcanist 1, bard 1, cleric 1, druid 1, hunter 1, oracle 1, paladin 1, skald + 1, sorcerer 1, warpriest 1, witch 1, wizard 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: null +Brilliant Inspiration: + area: null + casting_time: 1 standard action + components: V + description: + - "You open a link between your mind and the subject\u2019s mind, giving advice\ + \ and encouragement for as long as the spell is in effect. Each time the subject\ + \ of the spell makes an attack roll, ability check, or skill check, it rolls two\ + \ d20s and takes the better result. If any roll is a natural 20, the spell\u2019\ + s effect ends-your brilliant advice is spent." + duration: 1 round/level and special (see below) + effect: null + level: bard 6; Subdomain leadership 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: evocation [language-dependent] + spell_resistance: yes (harmless) + target: null +Bristle: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You give a creature the ability to redirect a portion of its innate toughness + away from its own defense and toward the amount of damage it deals with natural + attacks. Each round, as a swift action at the start of its turn, the creature + can choose to reduce some or all of its natural armor bonus to AC and gain an + enhancement bonus on all damage rolls for natural attacks equal to that amount. + The reduction to natural armor, and thus the enhancement bonus on damage rolls, + cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5 + at 15th level. A creature cannot reduce its natural armor bonus to less than 0 + with this spell. + duration: 1 minute/level + effect: null + level: druid 1 + range: touch + saving_throw: Fortitude negates (harmless) + school: transmutation + spell_resistance: 'yes' + target: null +Brittle Portal: + area: 5-ft.-radius spread + casting_time: 1 standard action + components: V, S + description: + - This spell weakens the bonds of existence, and reduces the hardness of any non-magical + surface within its area of effect by 2 per caster level. The spell is centered + on a flat surface chosen by the caster, and the hardness reduction effect persists + for the duration of the spell. + duration: 1 round/level + effect: null + level: antipaladin 2, cleric 2, druid 2, inquisitor 2, sorcerer/wizard 2, witch + 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (object) + school: transmutation + spell_resistance: yes (object) + target: null +Brow Gasher: + area: one slashing melee weapon touched + casting_time: 1 standard action + components: V, S + description: + - "You imbue a slashing melee weapon with the ability to deal a gruesome head wound.\ + \ When the target weapon hits a living creature, in addition to the normal effects\ + \ of that hit, the wielder can discharge this spell as a free action to open a\ + \ gash on the target\u2019s forehead that deals bleed damage equal to half your\ + \ caster level. At the start of each of the target\u2019s turns, when it takes\ + \ bleed damage, it also takes a cumulative \u20131 penalty on all attack rolls.\ + \ When that penalty reaches \u20133, the target also treats all targets as having\ + \ concealment (20% miss chance). When the penalty reaches \u20135, the target\ + \ is blinded. Stopping the bleed damage ends the effects this spell imposes on\ + \ the bleeding creature. A target that is immune to bleed damage is also immune\ + \ to all this spell\u2019s effects." + duration: 1 round/level or until discharged + effect: null + level: bloodrager 2, inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2 + range: touch + saving_throw: Will negates (harmless, object) + school: necromancy + spell_resistance: yes (harmless, object) + target: null +Build Trust: + area: null + casting_time: 1 standard action + components: V, S, M (a gold piece) + description: + - You get a sense of the best way to interact with the target in order to encourage + positive regard and fellowship toward you. + duration: 1 day/level; see text + effect: null + level: bard 2, cleric 2, inquisitor 2, mesmerist 2, paladin 1, psychic 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: divination + spell_resistance: 'yes' + target: one creature +Bullet Shield: + area: null + casting_time: 1 standard action + components: V, S, M (a bullet) + description: + - The warded creature gains a +4 deflection bonus to AC against firearm and ranged + attacks, with an additional +1 to the bonus for every five caster levels you have + (to a maximum of +8 at 20th level). Though the spell is called bullet shield, + it also grants this protection from attacks made from firearms with the scatter + weapon quality. + duration: 10 minutes/level (D) + effect: null + level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2 + range: touch + saving_throw: Will negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: creature touched +Bullet Ward: + area: null + casting_time: 1 standard action + components: V, S, F (one to four adamantine bullets, each worth 61 gp) + description: + - You toss several adamantine bullets into the air, which then hover protectively + nearby and intercept firearm attacks targeting you. The number of bullets protecting + you is equal to half your caster level (maximum 4). When an opponent takes a shot + at you with a firearm, as an immediate action you can designate a hovering bullet + to attempt to block the attack, increasing your AC against that attack by 10. + Doing this destroys the adamantine bullet whether or not the attack hits. The + spell is discharged when all affected adamantine bullets are destroyed or taken + from you. Each adamantine bullet has AC 24, 20 hit points, and hardness 20. + duration: 10 minutes/level or until discharged + effect: null + level: antipaladin 2, bard 2, inquisitor 2, paladin 2, psychic 2, ranger 2, sorcerer/wizard + 2, witch 2 + range: personal + saving_throw: null + school: abjuration + spell_resistance: null + target: you +"Bull\u2019s Strength": + area: null + casting_time: 1 standard action + components: V, S, M/DF (a few hairs, or a pinch of dung, from a bull) + description: + - The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, + adding the usual benefits to melee attack rolls, melee damage rolls, and other + uses of the Strength modifier. + duration: 1 min./level + effect: null + level: alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, magus + 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner + 2; Domain strength 2; Subdomain rage 2; Bloodline abyssal 2 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: creature touched +Bungle: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The target takes a \u201320 penalty on its next attack roll or check that requires\ + \ a d20 roll. The action must be one deliberately taken by the target on its turn.\ + \ Creatures with more than 10 HD are unaffected by this spell." + duration: concentration + 2 rounds or until triggered + effect: null + level: psychic 1, sorcerer/wizard 1, witch 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) + spell_resistance: null + target: one humanoid +Buoyancy: + area: null + casting_time: 1 immediate action + components: V + description: + - "The affected creatures or objects become incredibly buoyant. The affected creatures\ + \ (including gear and carried objects up to each creature\u2019s maximum load)\ + \ and objects naturally float on any water at least 1 foot deep. An affected creature\ + \ that deliberately tries to submerge must succeed at a DC 20 Swim check every\ + \ round to stay underwater. The spell ends if the creature or object spends at\ + \ least 1 round on dry land." + duration: up to 1 round/level (see text) + effect: null + level: bard 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) or Will negates (object) + school: transmutation + spell_resistance: yes (object) + target: null +Burdened Thoughts: + area: null + casting_time: 1 standard action + components: V, S, M (a lead bearing wrapped in clay) + description: + - "You fill a creature\u2019s mind with the realization of its earthly weight and\ + \ responsibilities. Disheartened and wearied by these thoughts, the creature gains\ + \ heavy encumbrance and is unable to fly (if already flying, it must land as soon\ + \ as possible)." + duration: 1 round/level + effect: null + level: druid 2, shaman 2, sorcerer/wizard 3, witch 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Burn Corruption: + area: 10-ft. cube/level (S) + casting_time: 1 standard action + components: V, S + description: + - "This spell fills the area with violet flames that scour an area clean of life\u2014\ + especially of the corrupted life of the Abyss." + duration: instantaneous + effect: null + level: bloodrager 4, magus 5, sorcerer/wizard 5 + range: long (400 ft. + 40 ft./level) + saving_throw: Reflex half + school: evocation [fire, good] + spell_resistance: 'yes' + target: null +Burning Arc: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell causes an arc of flame to leap from your fingers, burning a number + of enemies nearby. It deals 1d6 points of fire damage per caster level (maximum + 10d6). For every additional target the discharge arcs to, reduce the number of + damage dice by half (rounded down). Therefore, at 9th level, your burning arc + deals 9d6 points of fire damage to the primary target, then 4d6 points of fire + damage to a secondary target, then 2d6 points of fire damage to an additional + target. + duration: instantaneous + effect: null + level: sorcerer/wizard 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Reflex half + school: evocation [fire] + spell_resistance: 'yes' + target: null +Burning Disarm: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell causes a metal object to instantly become red hot. A creature holding + the item may attempt a Reflex save to drop it and take no damage (even if it is + not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster + level (maximum 5d4). Circumstances that prevent the creature from dropping the + item (such as a locked gauntlet) mean the creature gets no saving throw. The heat + does not harm the item, and it does not get hot enough or last long enough to + ignite flammable objects. The item cools to its previous temperature almost instantly. + If cast underwater, burning disarm deals half damage and boils the surrounding + water. + duration: instantaneous + effect: null + level: cleric/oracle 1, druid 1, sorcerer/wizard 1 + range: Short (25 ft. + 5 ft./2 levels) + saving_throw: Reflex negates (object, see text) + school: transmutation [fire] + spell_resistance: Yes (object) + target: Held metal item of one creature or 15 lbs. of unattended metal +Burning Entanglement: + area: 40-ft.-radius spread + casting_time: 1 standard action + components: V, S, DF + description: + - "This spell functions as per entangle, except it sets the foliage on fire. A creature\ + \ that begins its turn entangled by the spell takes 4d6 points of fire damage\ + \ (Reflex half), and a creature that begins its turn in the area but is not entangled\ + \ takes 2d6 points of fire damage (Reflex negates). Smoke rising from the vines\ + \ partially obscures visibility. Creatures can see things in the smoke within\ + \ 5 feet clearly, but attacks against anything farther away in the smoke must\ + \ contend with concealment (20% miss chance). When the spell\u2019s duration expires,\ + \ the vines burn away entirely." + duration: 1 round/level + effect: null + level: druid 3, hunter 3, ranger 3, shaman 3, witch 3 + range: long (400 ft. + 40 ft./level) + saving_throw: Reflex negates or partial (see text) + school: evocation + spell_resistance: 'no' + target: null +Burning Gaze: + area: null + casting_time: 1 standard action + components: V, S, M/DF (eye of a mundane salamander) + description: + - Your eyes burn like hot coals, allowing you to set objects or foes alight with + a glance. + duration: 1 round/level + effect: null + level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2; Elemental School + fire 2 + range: personal + saving_throw: Fortitude negates (see text) + school: evocation [fire] + spell_resistance: 'yes' + target: null +Burning Hands: + area: cone-shaped burst + casting_time: 1 standard action + components: V, S + description: + - A cone of searing flame shoots from your fingertips. + duration: instantaneous + effect: null + level: "bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1; Domain fire\ + \ 1;\_Bloodline elemental 1; Elemental School fire 1; Mystery flame 1, volcano\ + \ 1" + range: 15 ft. + saving_throw: Reflex half + school: evocation [fire] + spell_resistance: 'yes' + target: null +Burning Sands: + area: 20-ft. radius + casting_time: 1 standard action + components: V, S, M (a handful of sand)/DF + description: + - You cause sheets of hot sand to spread over the ground in the area of effect. + This layer of sand is 1 foot deep and constantly shifts and churns, transforming + the ground in the area into difficult terrain. The sand itself burns, and periodic + flames rise from the grit. While these flames cannot ignite objects, they deal + 1d4 points of fire damage to any creature that ends its turn in contact with the + ground within the area of effect. At the end of the duration, the sand vanishes, + leaving no aftereffects (other than damage dealt). + duration: 1 round/level + effect: null + level: druid 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: conjuration (creation) [earth, fire] + spell_resistance: 'no' + target: null +Burrow: + area: null + casting_time: 1 standard action + components: V, S + description: + - The subject can burrow at a speed of 15 feet (or 10 feet if it wears medium or + heavy armor, or if it carries a medium or heavy load) through sand, loose soil, + or gravel, or at a speed of 5 feet through stone. Using burrow requires only as + much concentration as walking, so the subject can attack or cast spells normally. + The burrowing creature cannot charge or run. Loose material collapses behind the + target 1 round after it leaves the area. This spell does not give the target the + ability to breathe underground, so when passing through loose material, the creature + must hold its breath and take only short trips, or else it may suffocate. + duration: 1 minute/level + effect: null + level: alchemist 3, bloodrager 3, druid 3, ranger 3, sorcerer/wizard 3 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: null + target: creature touched +Burst Bonds: + area: null + casting_time: 1 standard action + components: V + description: + - You blast your restraints with divine wrath, dealing 1d6 points of damage per + caster level to the target object (maximum 5d6), ignoring hardness of 10 or less. + A Fortitude save halves the damage, although only magical restraints receive a + Saving Throw. + duration: instantaneous + effect: null + level: inquisitor 1 + range: touch + saving_throw: Fortitude half (object) + school: evocation + spell_resistance: 'yes' + target: null +Burst With Light: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The target becomes filled with intense magical light, taking 2d6 points of damage\ + \ as the light bursts from its wounds and orifices (if the target is an undead\ + \ creature, it instead takes 2d8 points of damage). In addition, the creature\ + \ radiates bright light in a 30-foot radius and increases the light level by one\ + \ step for an additional 30 feet beyond that area\u2014darkness becomes dim light,\ + \ dim light becomes normal light, and normal light becomes bright light." + duration: 1 round/4 levels + effect: null + level: cleric 4, paladin 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: see text + school: evocation [light] + spell_resistance: 'yes' + target: one creature +Burst of Adrenaline: + area: null + casting_time: 1 immediate action + components: V, S + description: + - "You draw upon your body\u2019s inner reserves of strength, leaving you winded.\ + \ When you are about to make a d20 roll based on Strength, Dexterity, or Constitution,\ + \ you can cast this spell to gain a +8 enhancement bonus to Strength, Dexterity,\ + \ or Constitution for that roll, but you are fatigued for 1 round afterward." + duration: instantaneous + effect: null + level: mesmerist 1, psychic 1, spiritualist 1 + range: personal + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: you +Burst of Force: + area: 20-ft.-radius burst centered on you + casting_time: 1 standard action + components: V + description: + - With a burst of telekinetic force, you deal 1d6 points of force damage per caster + level (maximum 15d6 points of damage) to all other creatures in the affected area. + A successful Fortitude save reduces the damage taken by half. A creature that + fails its Fortitude save must also succeed at a Reflex save or be knocked prone. + duration: instantaneous + effect: null + level: psychic 5, sorcerer/wizard 5 + range: null + saving_throw: Fortitude half (see text) + school: evocation [force] + spell_resistance: 'yes' + target: null +Burst of Glory: + area: 10-ft.-radius burst, centered on you + casting_time: 1 standard action + components: V, S, DF + description: + - "Allies in the area of this spell at the time of casting gain a +1 sacred bonus\ + \ on attack rolls and saves against fear effects, plus 1 temporary hit point per\ + \ caster level (maximum 20). You shine with a white or golden radiance equal to\ + \ a torch for the spell\u2019s duration, though you can dismiss the glow effect\ + \ as a free action." + duration: 1 round/level (D; see text) + effect: null + level: cleric/oracle 5, inquisitor 4, paladin 4 + range: null + saving_throw: Will negates (harmless) + school: enchantment (compulsion) [mind-affecting] + spell_resistance: yes (harmless) + target: null +Burst of Insight: + area: null + casting_time: 1 immediate action + components: V, S + description: + - You plumb the depths of your mind for insight, leaving you momentarily frazzled. + When you are about to make a d20 roll based on Intelligence, Wisdom, or Charisma, + you can cast this spell to gain a +8 enhancement bonus to Intelligence, Wisdom, + or Charisma for that roll, but you are dazed for 1 round afterward. + duration: instantaneous + effect: null + level: medium 1, mesmerist 1, psychic 1, spiritualist 1 + range: personal + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: you +Burst of Nettles: + area: 10-ft.-radius burst + casting_time: 1 standard action + components: V, S + description: + - You release a burst of barbed, acid-filled nettles. Creatures caught in the burst + take 3d6 points of damage plus 1d6 points of acid damage on the next round. Those + that save take half damage from the initial burst and no damage on the next round. + duration: instantaneous + effect: null + level: druid 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Reflex half + school: conjuration [acid] + spell_resistance: null + target: null +Burst of Radiance: + area: 10-ft.-radius burst + casting_time: 1 standard action + components: V, S, M/DF (a piece of flint and a pinch of silver dust) + description: + - This spell fills the area with a brilliant flash of shimmering light. Creatures + in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed + at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage + per caster level (max 5d4), whether they succeed at the Reflex save or not. + duration: instantaneous + effect: null + level: cleric 2, druid 2, sorcerer/wizard 2 + range: long (400 ft. + 40 ft./level) + saving_throw: Reflex partial + school: evocation [good, light] + spell_resistance: 'yes' + target: null +Burst of Speed: + area: null + casting_time: 1 swift action + components: null + description: + - Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus + if you are wearing Medium or Heavy armor), your movement does not provoke attacks + of opportunity, and you can move through the space of creatures that are larger + than you are, but you cannot end your movement this round in a space occupied + by a creature. + duration: see text + effect: null + level: alchemist 3, antipaladin 3, bloodrager 3, magus 3, medium 3, inquisitor 3, + paladin 3, psychic 3, ranger 3 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Business Booms: + area: null + casting_time: 1 standard action + components: V, S, M (promotional materials such as flyers and posters worth 10 gp) + description: + - "You may cast this spell immediately prior to spending 1 day of downtime to promote\ + \ a business. The spell is cast on a building you wish to promote, which is magically\ + \ bestowed with magical decorations and other improvements that make it generally\ + \ more appealing, and it is treated as seeing increased activity for the spell\u2019\ + s duration. If the spell is cast on a building that you do not promote immediately\ + \ thereafter, the spell is expended with no effect." + duration: see text (D) + effect: null + level: bard 3, sorcerer/wizard 3 + range: touch + saving_throw: none + school: enchantment + spell_resistance: 'no' + target: one building +Cackling Skull: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This spell functions as magic mouth, except rather than creating an illusory\ + \ mouth on any surface, it affects a skull. In addition, when the skull\u2019\ + s magic is triggered, it releases wild and unnerving cackles before speaking its\ + \ message. All creatures that can hear the cackles must save or become shaken\ + \ for 1d4 rounds." + duration: permanent until discharged + effect: null + level: witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: illusion (glamer) + spell_resistance: null + target: one skull +Cacophonous Call: + area: null + casting_time: 1 standard action + components: V, S, M (a scrap of sheet music) + description: + - "You fill your target\u2019s mind with a blaring cacophony of discordant sounds,\ + \ making it hard for the target to act and concentrate. The creature gains the\ + \ nauseated condition for the duration of the spell if it fails its Will save." + duration: 1 round/level + effect: null + level: bard 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Caging Bomb Admixture: + area: null + casting_time: 1 standard action + components: V, S + description: + - "Upon drinking an extract created with this formulae, you make a significant change\ + \ to your magical reserve that modifies the nature of all bombs you create and\ + \ throw during this extract\u2019s duration. This effect on your magical reserve\ + \ has no effect on any discoveries that you use to modify your bombs, but you\ + \ can only have one admixture effect (formulae with the word \u201Cbomb admixture\u201D\ + \ in its title) active at a time. If you drink another bomb admixture, the effects\ + \ of the former bomb admixture end and the new one becomes active. When you throw\ + \ a bomb and hit a direct target, it creates an invisible cubical prison composed\ + \ of a solid wall of force. The prison is as large as the splash area of the bomb\ + \ that you threw, and traps any creature that is entirely inside the area. Creatures\ + \ within the area are caught and contained unless any creature within the splash\ + \ radius is too big to fit inside, in which case the effect automatically fails.\ + \ Teleportation and other forms of astral travel provide means for escape, but\ + \ the force walls extend into the Ethereal Plane, blocking ethereal travel. Like\ + \ a wall of force, the cage created by the caging bomb admixture resists dispel\ + \ magic, although a mage\u2019s disjunction still functions. The walls of the\ + \ cage can be damaged by spells as normal, except for disintegrate, which automatically\ + \ destroys the cage. The walls of this cage can be damaged by weapons and supernatural\ + \ abilities, but the cage has a hardness of 20 and a number of hit points equal\ + \ to 20 per alchemist level. Contact with a sphere of annihilation or a rod of\ + \ cancellation instantly destroys this cage. When using caging bomb admixture,\ + \ an alchemist can only have one cage in effect at a time. If the alchemist throws\ + \ another bomb during the duration of caging bomb admixture, any other cage created\ + \ by the earlier admixture ends, and a new one is created. When the duration of\ + \ the caging bomb admixture ends, so does any remaining cage created by this admixture\u2019\ + s effect." + duration: 1 round/level + effect: null + level: alchemist 6 + range: personal + saving_throw: null + school: evocation [force] + spell_resistance: null + target: you +Calamitous Flailing: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You cause the victim\u2019s attacks to careen wildly, endangering itself and\ + \ those around it. Your target gains a 25% miss chance on all attack rolls. If\ + \ an attack misses due to this magical effect, the victim instead targets an ally,\ + \ or else itself if there are no allies within range of the original attack. Apply\ + \ the attack roll for the original attack to the new target\u2019s Armor Class\ + \ to determine if this attack hits. This is a curse effect." + duration: 1 minute/level (D) + effect: null + level: bard 3, cleric 4, mesmerist 3, sorcerer/wizard 4, spiritualist 3, witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: necromancy [curse] + spell_resistance: 'yes' + target: one creature +Calcific Touch: + area: null + casting_time: 1 standard action + components: V, S + description: + - Your touch progressively transmutes the substance of creatures you touch into + stone. Once per round, you may deliver a touch attack that inflicts 1d4 points + of Dexterity damage and slows the target (as the spell) for 1 round. A successful + Fortitude save negates the slow effect but not the ability damage. A target reduced + to 0 Dexterity is petrified permanently. Break enchantment, restoration, or stone + to flesh can reverse the effects of calcific touch. + duration: 1 round/level + effect: null + level: bloodrager 4, sorcerer/wizard 4; Elemental School earth 4 + range: touch + saving_throw: Fortitude Partial + school: transmutation [earth] + spell_resistance: 'yes' + target: creature or creatures touched (up to one per level) +Calculated Luck: + area: null + casting_time: 1 standard action + components: V, S + description: + - You are able to use the Path of Numbers to substantially boost your combat preparedness, + but your foresight comes at a price. + duration: 1 round/level (D) + effect: null + level: cleric 3, witch 4 + range: personal + saving_throw: none + school: divination + spell_resistance: 'no' + target: you +Call Animal: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "This spell calls the nearest wild animal of a particular type you designate (provided\ + \ the animal\u2019s CR is equal to or less than your caster level) to seek you\ + \ out. The animal moves toward you under its own power, so the time it takes to\ + \ arrive depends on how close an animal of the desired type is when you cast the\ + \ spell. If there is no animal of that type capable of reaching you within the\ + \ spell\u2019s duration, you are aware of this fact, but the spell is wasted.\ + \ Knowledge of the local fauna makes this spell more effective, and the GM may\ + \ permit a Knowledge (nature) skill check (DC 15) to know what animals can be\ + \ found in an area." + duration: 1 hour/level (D) + effect: one animal whose CR is equal or less than your caster level + level: druid 1, ranger 1 + range: see description + saving_throw: None + school: enchantment (compulsion) [mind-affecting] + spell_resistance: None + target: null +Call Construct: + area: null + casting_time: 10 minutes + components: V, S, M (a sapphire worth 1,000 or 5,000 gp; see text) + description: + - This spell functions as instant summons, except it can only summon a construct + you control. For constructs such as golems that are immune to magic, the value + of the specially inscribed sapphire must be at least 5,000 gp. For other constructs, + a 1,000 gp sapphire suffices. + duration: permanent until discharged + effect: null + level: cleric/oracle 8, sorcerer/wizard 8; Elemental School metal 8 + range: touch + saving_throw: none + school: conjuration (teleportation) + spell_resistance: null + target: construct touched +Call Lightning: + area: null + casting_time: 1 round + components: V, S + description: + - "Immediately upon completion of the spell, and once per round thereafter, you\ + \ may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals\ + \ 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical\ + \ stroke at whatever target point you choose within the spell\u2019s range (measured\ + \ from your position at the time). Any creature in the target square or in the\ + \ path of the bolt is affected." + duration: 1 min./level + effect: one or more 30-ft.-long vertical lines of lightning + level: druid 3, shaman 3; Domain weather 3; Subdomain catastrophe 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; Subdomain storms 5 + range: long (400 ft. + 40 ft./level) + saving_throw: null + school: evocation [electricity] + spell_resistance: null + target: null +Call Spirit: + area: null + casting_time: 10 minutes + components: V, S + description: + - "You attempt to cause the spirit of a specific individual to manifest from its\ + \ final resting place. You must request the spirit\u2019s presence by speaking\ + \ its name." + duration: concentration + effect: call the spirit of a single deceased humanoid creature + level: cleric 5, medium 3, shaman 5, spiritualist 5 + range: 10 ft. + saving_throw: Will negates; see text + school: conjuration (calling) + spell_resistance: 'no' + target: null +Call Weapon: + area: null + casting_time: 1 swift action + components: V, S + description: + - You cause a weapon wielded by an ally within 30 feet to telekinetically fly across + the space between you and into your open hand. This extra energy persists in the + weapon for the rest of the round, granting you a +2 circumstance bonus on attack + rolls and weapon damage rolls made during the same round you cast this spell. + duration: instantaneous + effect: null + level: bard 1, magus 1, ranger 1 + range: 30 feet + saving_throw: null + school: transmutation + spell_resistance: null + target: one melee weapon wielded by an ally +Call the Godspawn: + area: null + casting_time: 1 week + components: "V, S, M/DF (bull\u2019s blood, tallow, one or more humanoid victims\ + \ totaling at least 15 Hit Dice )" + description: + - "Having attained the highest and most profane form of magical achievement in your\ + \ god\u2019s service, you are able to call forth his most dreaded creations: the\ + \ godspawn." + duration: instantaneous + effect: null + level: cleric/oracle 9, sorcerer/wizard 9, witch 9 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: conjuration (calling) [chaotic, evil] + spell_resistance: 'no' + target: null +Call the Void: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell surrounds you with an aura of nothingness that channels mysterious + energies. + duration: 1 round/level (D) + effect: null + level: sorcerer/wizard 3, witch 3; Elemental School void 3* + range: personal + saving_throw: Reflex for half; see text + school: evocation + spell_resistance: 'yes' + target: you +Callback: + area: null + casting_time: 1 standard action + components: V, S, M (a crushed grasshopper) + description: + - If the target takes hit point damage while within range of this spell, it immediately + teleports to your space (or adjacent to your space) after the damage is applied. + If the target is killed, its corpse teleports instead. Optionally, you can specify + a number of points of damage for your familiar to take before the spell takes + effect, but you must do so when the spell is cast. Once the familiar has teleported + back to you, the spell ends. + duration: 10 minutes/level or until expended (see text) + effect: null + level: shaman 2, sorcerer/wizard 2, witch 2 + range: long (400 ft. + 40 ft./level) + saving_throw: Fort negates (harmless) + school: conjuration (teleportation) + spell_resistance: 'yes' + target: your familiar or spirit animal +Calm Air: + area: cylinder (5-ft./level radius, 40 ft. high) + casting_time: 1 standard action + components: V, S + description: + - "This spell calms the air and disperses fog, dust, and other particles. The wind\ + \ force in the area is reduced in strength by one step per 4 caster levels (to\ + \ a minimum wind force of light) and clouds are dispersed, although parts of non-magical\ + \ clouds that extend beyond the area are not affected. If a magical cloud or wind\u2019\ + s point of origin is inside the area of a calm air spell, the whole effect is\ + \ suppressed; otherwise, only the part inside the area is suppressed. Suppression\ + \ still counts against the duration of a wind or cloud effect. Magical wind and\ + \ cloud effects are suppressed only if you succeed at a caster level check (DC\ + \ 11 + effect\u2019s caster level). You can move the calm air effect by concentrating\ + \ as a standard action." + duration: 10 minute/level (D) + effect: null + level: druid 4, sorcerer/wizard 5, summoner 4 + range: long (400 ft. + 40 ft./level) + saving_throw: none (object) + school: abjuration [air] + spell_resistance: no (object) + target: null +Calm Animals: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell soothes and quiets animals, rendering them docile and harmless. Only + ordinary animals (those with Intelligence scores of 1 or 2) can be affected by + this spell. All the subjects must be of the same kind, and no two may be more + than 30 feet apart. The maximum number of HD of animals you can affect is equal + to 2d4 + caster level. + duration: 1 min./level + effect: null + level: druid 1, psychic 1, ranger 1, shaman 1; Domain animal 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [emotion, mind-affecting] + spell_resistance: 'yes' + target: null +Calm Emotions: + area: creatures in a 20-ft.-radius spread + casting_time: 1 standard action + components: V, S, DF + description: + - This spell calms agitated creatures. You have no control over the affected creatures, + but calm emotions can stop raging creatures from fighting or joyous ones from + reveling. Creatures so affected cannot take violent actions (although they can + defend themselves) or do anything destructive. Any aggressive action against or + damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. + duration: concentration, up to 1 round/level (D) + effect: null + level: bard 2, cleric/oracle 2, inquisitor 2, psychic 2, shaman 2; Domain charm + 2; Subdomain family 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: enchantment (compulsion) [emotion, mind-affecting] + spell_resistance: 'yes' + target: null +Calm Spirit: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell temporarily calms agitated haunts and incorporeal undead such as ghosts. + You have no control over the affected creatures, but calm spirit postpones hostile + action by the affected spirits for the duration of the spell. Entities so affected + cannot take violent actions or do anything destructive, including triggering persistent + haunt abilities, though they can defend themselves. Any aggressive action against + or damage dealt to a calmed spirit or haunt immediately ends the effect. + duration: 1 minute or 1 round/level; see text + effect: null + level: cleric 2, medium 1, shaman 2, spiritualist 2; Mystery reaper 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates or none; see text + school: necromancy + spell_resistance: 'yes' + target: one incorporeal undead creature or haunt +Campfire Wall: + area: null + casting_time: 1 standard action + components: V, S, M/DF (ash made from burnt thorns) + description: + - You can create a barrier around a fire of at least campfire size that shelters + everyone inside so long as the fire continues to burn. The barrier appears as + a crackling sphere of light and fire that is clearly visible, providing as much + illumination as a torch. + duration: 2 hours/level; see below (D) + effect: 20-ft.-radius sphere centered on fire source + level: bard 3, druid 2, ranger 2, sorcerer/wizard 3; Elemental School fire 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: evocation [fire, light] + spell_resistance: 'yes' + target: null +Canopic Conversion: + area: null + casting_time: 1 round + components: V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx + worth 100 gp per hit die of the target) + description: + - This spell eviscerates the target, drawing forth his life essence as well as his + internal organs. The target takes 1d6 hit points of damage per caster level (maximum + 20d6). If this damage kills the target, the spell pulls his organs into a set + of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead + with the dune mummy template. + duration: instantaneous + effect: null + level: cleric/oracle 9, sorcerer/wizard 9 + range: close (25 f. + 5 f./2 levels) + saving_throw: Fortitude half + school: necromancy [death, evil] + spell_resistance: 'yes' + target: one creature +Cape of Wasps: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You summon a wasp swarm, which fills your space (up to 5 feet by 5 feet) but\ + \ does not attack you. The dense cloud of vermin gives you partial concealment\ + \ against ranged attacks. Any creature that makes a successful melee attack against\ + \ you takes 2d6 points of swarm damage and poison from the wasp swarm, but is\ + \ not affected by the swarm\u2019s distraction ability. As a free action on your\ + \ turn, you may have the swarm cling to you tightly, giving you a fly speed of\ + \ 20 feet (poor maneuverability); when using the swarm to fly, it does not provide\ + \ concealment or harm creatures that strike you. You can return the swarm to its\ + \ protective shape as a free action on your turn." + duration: 1 round/level (D) + effect: null + level: druid 4, witch 4 + range: personal + saving_throw: null + school: conjuration (summoning) + spell_resistance: null + target: you +Carrion Compass: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You animate one of the target\u2019s fetid organs so that it leads you to the\ + \ undead creature\u2019s most recent controller or the cause of the creature\u2019\ + s undeath. The organ (typically the heart, the brain, or an eyeball) floats in\ + \ front of you at chest level and slowly leads you to the undead creature\u2019\ + s most recent controller at a rate of 30 feet per round, always staying within\ + \ your range of vision. If the creature from which the organ originated had no\ + \ controller, but rather was created deliberately by another creature, the organ\ + \ instead leads you to that creator. If the undead was animated by an effect or\ + \ event at a particular location, the organ leads you to that location. If the\ + \ creature was animated by none of the methods above, if it was self-created,\ + \ or if the creature\u2019s most recent controller no longer exists, the spell\ + \ fails. Once the organ is within 10 feet of its intended destination, the spell\ + \ ends, and the organ falls to the ground." + duration: 10 minutes/level + effect: null + level: cleric 1, ranger 1, sorcerer/wizard 2, witch 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: divination + spell_resistance: 'no' + target: one undead creature +Carry Companion: + area: null + casting_time: 1 standard action + components: V, S, M (a pinch of sand or limestone dust) + description: + - You touch an animal or magical beast that has a helpful attitude toward you, instantly + transforming the creature into a miniature figurine of stone, small enough to + fit into the palm of your hand. Creatures with an attitude of less than helpful + will not tolerate this spell, and it automatically fails to work on them. + duration: permanent; see text + effect: null + level: druid 2, paladin 2, ranger 2, sorcerer/wizard 2, witch 2 + range: touch + saving_throw: none + school: transmutation + spell_resistance: yes (harmless) + target: one willing creature touched +Carrying Wind: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "When you cast this spell, a wind spirit envelopes you and carries you with it\ + \ at your direction. You gain a +10-foot enhancement bonus to your base speed\ + \ and fly speed while this spell is in effect. If you don\u2019t have a fly speed,\ + \ you instead gain a fly speed of 10 feet with poor maneuverability. If your caster\ + \ level is 10th\u201314th, the enhancement bonus to these speeds is +20 feet (if\ + \ applicable, your temporary fly speed is 20 feet with average maneuverability).\ + \ If your caster level is 15th or higher, the enhancement bonus to these speeds\ + \ is +30 feet (if applicable, your temporary fly speed is 30 feet with average\ + \ maneuverability)." + duration: 10 minutes/level + effect: null + level: druid 3, shaman 3 + range: personal + saving_throw: null + school: conjuration [air] + spell_resistance: null + target: you +Carve Passage: + area: dirt or loose rock in one 5-ft. cube/level + casting_time: 1 standard action + components: V, S, F (a tiny diamond pick worth 500 gp) + description: + - You can excavate and move an amount of snow, earth, dust, sand, and loose or packed + rocks or ice chunks (each no more than 5 feet in diameter) whose volume fills + one 5-foot cube per level. If you are buried, you can open a space around yourself + and use any remaining cubes for tunneling. This spell is otherwise similar to + expeditious excavation. Carve passage has no effect on earth creatures or solid + rock or ice. + duration: instantaneous + effect: null + level: druid 5, sorcerer/wizard 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: see text + school: transmutation [earth] + spell_resistance: 'no' + target: null +Cast Out: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "With a melee touch attack you blast a single creature and disrupt any magic controlling\ + \ it. The target takes 2d8 points of damage + 1 point per caster level (maximum\ + \ +15). In addition, you make a dispel check against any magic jar effect (including\ + \ a ghost\u2018s malevolence ability) or enchantment (compulsion) spells on the\ + \ target creature, starting with the highest level spells and proceeding to lower\ + \ level spells. Treat this as a targeted dispel magic spell, except cast out can\ + \ dispel one such spell for every four caster levels you possess. A successful\ + \ Will save halves the damage and limits the dispelling to a single spell or effect." + duration: instantaneous + effect: null + level: inquisitor 3 + range: touch + saving_throw: Will partial + school: abjuration + spell_resistance: 'yes' + target: null +Castigate: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You compel the target to beg for forgiveness. On a failed save, the target cowers + with fear. On a successful save, it is shaken for 1 round. Each round on its turn, + a cowering subject may attempt a new save to end the effect. A creature who worships + the same god as you takes a -2 penalty on its Saving Throw. + duration: 1 round/level or 1 round; see text + effect: null + level: inquisitor 2; Subdomain judgment 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will partial + school: enchantment (compulsion) [emotion, fear, language-dependent, mind-affecting] + spell_resistance: 'yes' + target: one creature/level, no two of which can be more than 30 ft. apart. +Catatonia: + area: null + casting_time: 1 standard action + components: S + description: + - You touch the target and place it into a deathlike state that persists for the + duration. The target appears to be dead, and any creature that interacts with + the target must succeed at a DC 20 Heal check to recognize it is actually alive. + duration: 1 hour/level (D) + effect: null + level: alchemist 2, bard 2, cleric 3, medium 2, mesmerist 2, psychic 3, sorcerer/wizard + 3, spiritualist 2, witch 3 + range: touch Target willing creature touched + saving_throw: none + school: necromancy + spell_resistance: 'yes' + target: null +"Cat\u2019s Grace": + area: null + casting_time: 1 standard action + components: V, S, M (pinch of cat fur) + description: + - The transmuted creature becomes more graceful, agile, and coordinated. The spell + grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex + saves, and other uses of the Dexterity modifier. + duration: 1 min./level + effect: null + level: alchemist 2, bard 2, bloodrager 2, druid 2, psychic 2, magus 2, ranger 2, + sorcerer/wizard 2, summoner/unchained summoner 2; Subdomain flowing 2; Elemental + School wood 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; Domain death 1; Subdomain daemon 1, fear + 1; Bloodline abyssal 1; Mystery bones 1, dragon 1, godclaw 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will partial + school: necromancy [emotion, fear, mind-affecting] + spell_resistance: 'yes' + target: one living creature with 5 or fewer HD +Caustic Blood: + area: null + casting_time: 1 standard action + components: V, S, M ( vial of black adder venom) + description: + - You imbue your blood with corrosive acid. + duration: 1 round/level + effect: null + level: alchemist 4, bloodrager 4, cleric/oracle 5, druid 4, magus 4, sorcerer/wizard + 5, summoner 4 + range: personal + saving_throw: Reflex half or negates; see text + school: transmutation [acid] + spell_resistance: 'no' + target: you +Caustic Eruption: + area: 30-ft.-radius burst + casting_time: 1 standard action + components: V, S + description: + - Acid erupts from your space in all directions, causing 1d6 points of damage per + caster level (maximum 20d6) to creatures and unattended objects in the area. On + your turn in each of the next 2 rounds, creatures and objects that failed their + saves against the initial burst take an additional 1d6 points of acid damage per + 2 caster levels (maximum 10d6) unless the acid is neutralized, dispelled, or washed + away. + duration: instantaneous and 2 rounds; see text + effect: null + level: sorcerer/wizard 7 + range: 30 ft. + saving_throw: Reflex half (see text) + school: conjuration (creation) [acid] + spell_resistance: null + target: null +Caustic Safeguard: + area: null + casting_time: 1 round + components: V, S, M (a thin metal wire and a vial of acid ) + description: + - You imbue a single object with an acidic protective ward. Any creature other than + you that touches the object takes 1d6 points of acid damage per 2 caster levels + (maximum 10d6; Reflex half). + duration: 1 hour/level (D) + effect: null + level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 4 + range: touch + saving_throw: Reflex half (see text) + school: abjuration [acid] + spell_resistance: 'no' + target: object touched +Cauterizing Weapon: + area: null + casting_time: 1 standard action + components: V, S, M (a gobbet of melted wax) + description: + - "You infuse a weapon with faint but pernicious energy that stymies accelerated\ + \ healing. Damage dealt by the weapon or ammunition is treated as acid, cold,\ + \ electricity, and fire, but only for the purpose of negating a creature\u2019\ + s regeneration. The weapon is also treated as silver and cold iron at 8th level\ + \ and is treated as chaotic, evil, good, and lawful at 11th level for the purpose\ + \ of negating regeneration." + duration: 1 minute/level + effect: null + level: bard 2, magus 2, ranger 2, sorcerer/wizard 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless, object) + school: transmutation + spell_resistance: yes (harmless, object) + target: one weapon or 50 projectiles, all of which must be together at the time + of casting +Cave Fangs: + area: one 5-ft. square/level (S); the area must be a stone surface + casting_time: 1 standard action + components: V, S, M (a sharp gemstone fragment worth 150 gp) + description: + - "You create a magical trap in the area that causes deadly stalactites or stalagmites\ + \ to lurch out of the floor or ceiling of a stone surface to \u201Cbite\u201D\ + \ an intruder. the magical trap is triggered whenever a Small or larger creature\ + \ (other than you or your animal companion, familiar, or spirit animal) moves\ + \ through the affected area. the effect of cave fangs depends on whether you create\ + \ stalactites or stalagmites (see below). You can place these trapped squares\ + \ anywhere within the spell\u2019s range; they need not be adjacent to each other,\ + \ and you can create any mix of stalactites and stalagmites you wish. Cave fangs\ + \ can be detected and disarmed as per a magical trap with successful DC 30 Perception\ + \ and Disable Device checks. All trapped squares created by a single casting are\ + \ linked, and they are all disabled if one of them is. If you place the traps\ + \ in an area that is occupied by a creature, the spell effect is triggered at\ + \ the completion of the casting." + duration: 1 day/level or until triggered (D) + effect: null + level: druid 5, shaman 5, witch 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Reflex half (see below) + school: conjuration (creation) [earth] + spell_resistance: 'no' + target: null +Celestial Companion: + area: null + casting_time: 1 standard action + components: V, S, DF/M + description: + - You bestow divine protection on your companion. The target gains spell resistance + equal to 5 plus half your caster level against spells and spell-like effects produced + by evil creatures. The target also gains a +1 sacred bonus on saving throws and + DR 5/evil or silver. + duration: 1 minute/level (D) + effect: null + level: druid 2, paladin 1, ranger 2, shaman 2, sorcerer/wizard 2, summoner 1, witch + 2 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: animal companion , eidolon , familiar , or mount +Celestial Healing: + area: null + casting_time: 1 round + components: V, S, M (1 drop of blood from a good outsider or 1 dose of holy water + ) + description: + - "You anoint a wounded creature with the blood of an outsider with the good subtype\ + \ (such as an angel) or holy water, giving it fast healing 1. The target radiates\ + \ the aura of a good creature for the duration of the spell and can sense the\ + \ righteousness of the magic, though this has no long-term effect on the target\u2019\ + s alignment. If the target has its own evil aura, this is not suppressed by celestial\ + \ healing, and can also be detected normally." + duration: 1 round/2 levels + effect: null + level: bloodrager 1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1 + range: touch + saving_throw: Will negates (harmless) + school: conjuration (healing) [good] + spell_resistance: yes (harmless) + target: creature touched +Ceremony: + area: null + casting_time: 8 hours + components: V, S, DF + description: + - "You harness divine power to create one of four different ceremonies\u2014a funeral,\ + \ holiday fete, marriage, or naming\u2014and can also create two domain-based\ + \ ceremonies. Each ceremony provides a boon to two living, touched subjects for\ + \ 1 hour per caster level, representing the divine gifts granted by your deity\ + \ as well as the normal morale-boosting benefits of participating in an officiated\ + \ ceremony. Bonuses granted by these boons are sacred bonuses if you channel positive\ + \ energy or profane bonuses if you channel negative energy. (Bonuses in this section\ + \ are referred to simply as sacred bonuses for ease of reading.) Only subjects\ + \ whose alignments are within one step of your deity can be affected by this spell." + duration: 1 hour/level or 1 day/level (see text) + effect: null + level: cleric 1 + range: touch or medium (100 ft. + 10 ft./level) (see text) + saving_throw: Will negates (see text) + school: transmutation + spell_resistance: 'yes' + target: willing, living creature or creatures touched or one creature/level (see + text) +Certain Grip: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a tiny ball of tar) + description: + - "The subject\u2019s grip and footing become sure, granting a +4 competence bonus\ + \ on Climb checks, on Acrobatics checks to balance, and to CMD against bull rush,\ + \ drag, reposition, and trip attempts. While affected by this spell, the target\ + \ is also immune to the disarm combat maneuver." + duration: 10 minutes/level (D) + effect: null + level: alchemist 2, bloodrager 2, druid 2, sorcerer/wizard 2 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: creature touched +Chain Lightning: + area: null + casting_time: 1 standard action + components: V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus + one silver pin per caster level) + description: + - This spell creates an electrical discharge that begins as a single stroke commencing + from your fingertips. Unlike lightning bolt, chain lightning strikes one object + or creature initially, then arcs to other targets. + duration: instantaneous + effect: null + level: "magus 6, sorcerer/wizard 6, witch 7; Domain air 6;\_Bloodline djinni 6;\ + \ Elemental School air 6, metal 6; Mystery heavens 6" + range: long (400 ft. + 40 ft./level) + saving_throw: Reflex half + school: evocation [electricity] + spell_resistance: 'yes' + target: null +Chain of Perdition: + area: null + casting_time: 1 standard action + components: V, S, M/DF (chain link) + description: + - "A floating chain of force with hooks at each end appears within an unoccupied\ + \ space of your choosing within range. This chain is a Medium object that has\ + \ a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition,\ + \ but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation\ + \ affects it normally. The chain\u2019s AC against touch attacks is 10 + your\ + \ Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier\ + \ (cleric)." + duration: 1 round/level (D) + effect: 10-ft. chain + level: bloodrager 3, cleric/oracle 3, psychic 3, sorcerer/wizard 3; Subdomain psychopomp + (death, repose) 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: evocation [force] + spell_resistance: 'yes' + target: null +Chains of Fire: + area: null + casting_time: 1 standard action + components: V, S, F (a drop of oil and a small piece of flint) + description: + - This spell functions like chain lightning, except as noted above, and the spell + deals fire damage instead of electricity damage. + duration: instantaneous + effect: null + level: magus 6, sorcerer/wizard 6 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex half + school: evocation [fire] + spell_resistance: 'yes' + target: null +Chains of Light: + area: null + casting_time: 1 standard action + components: V, S, F (a length of fine golden chain) + description: + - A creature targeted by this spell is held immobile by glowing golden chains composed + of pure light. The creature is paralyzed and held in place, but may attempt a + new saving throw each round to end the effect. While held by the golden chains, + a creature cannot use any sort of extradimensional travel, such as astral projection, + blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, + shadow walk, teleport, and similar spells and spell-like abilities. The spell + does not affect creatures that are already in ethereal or astral form when the + spell is cast. + duration: 1 round/level (D) + effect: null + level: cleric 6, inquisitor 5, paladin 4, sorcerer/wizard 6 + range: short (25 ft. + 5 ft./level) + saving_throw: Reflex negates + school: conjuration (creation) [good] + spell_resistance: 'no' + target: one creature +Challenge Evil: + area: null + casting_time: 1 standard action + components: V, DF + description: + - You challenge an evil creature to bring the fight to you, or suffer the consequences. + You gain a +2 sacred bonus on all melee attacks against the subject of the spell. + At the end of its turn, if the target has not made at least one attack on you, + it becomes sickened. If you move away from the target, the spell ends. + duration: 1 minute/level (D) + effect: null + level: paladin 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: null +Chameleon Scales: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You temporarily alter the color of your skin, hide, or scales to another option + legal for your race. You take no penalty for using Disguise to appear as a member + of a different race as long as that race has the same type and color of skin, + hide, or scales as you. + duration: 10 minutes/level (D) + effect: null + level: alchemist 1, druid 0, ranger 1, sorcerer/wizard 0 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Chameleon Stride: + area: allies in a 10-ft.-radius emanation centered on you + casting_time: 1 standard action + components: V, S, DF + description: + - You fade into the background, and while you are not truly invisible, you are hard + to pinpoint due to your translucent state. While under the effects of this spell, + you gain a +4 bonus on Stealth checks and have concealment from creatures more + than 5 feet away (attacks have a 20% miss chance). + duration: 1 minute/level + effect: null + level: ranger 2 + range: personal + saving_throw: null + school: illusion (glamer) + spell_resistance: null + target: null +"Champion\u2019s Bout": + area: null + casting_time: 1 round + components: V, S + description: + - You allow two chosen champions to fight without interference. + duration: 1 round/level + effect: null + level: bard 3, cleric 3, mesmerist 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates (see text) + school: enchantment (compulsion) [mind-affecting] + spell_resistance: yes (see text) + target: null +Changestaff: + area: null + casting_time: 1 round + components: V, S, F (a quarterstaff that has been carved and polished for 28 days) + description: + - You change a specially prepared quarterstaff into a Huge treant-like creature, + about 24 feet tall. When you plant the end of the staff in the ground and speak + a special command to conclude the casting of the spell, your staff turns into + a creature that looks and fights just like a treant. The staff-treant defends + you and obeys any spoken commands. However, it is by no means a true treant; it + cannot converse with actual treants or control trees. If the staff-treant is reduced + to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, + the staff returns to its normal form when the spell duration expires (or when + the spell is dismissed), and it can be used as the focus for another casting of + the spell. The staff-treant is always at full strength when created, despite any + wounds it may have incurred the last time it appeared. + duration: 1 hour/level (D) + effect: null + level: druid 7; Mystery wood 8 + range: touch + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: your touched staff +Channel Vigor: + area: null + casting_time: 1 standard action + components: V, S + description: + - You focus the energy of your mind, body, and spirit into a specific part of your + being, granting yourself an exceptional ability to perform certain tasks. When + you cast the spell, choose one of the following portions of your self as your + focus target. Thereafter, you may change the focus target as a move action. You + can gain the benefit of only one channel vigor spell at a time. + duration: 1 round/level + effect: null + level: alchemist 3, cleric 3, inquisitor 3, magus 3 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Channel the Gift: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "You channel your magical power to fuel the target\u2019s spellcasting." + duration: 1 round or see text + effect: null + level: bard 3, cleric/oracle 3, druid 3, ranger 3, sorcerer/wizard 3, witch 3 + range: touch + saving_throw: Will negates (harmless) or none + school: evocation + spell_resistance: yes (harmless) or no + target: ally spellcaster touched +Chaos Hammer: + area: 20-ft.-radius burst + casting_time: 1 standard action + components: V, S + description: + - You unleash chaotic power to smite your enemies. The power takes the form of a + multicolored explosion of leaping, ricocheting energy. Only lawful and neutral + (not chaotic) creatures are harmed by the spell. + duration: instantaneous (1d6 rounds); see text + effect: null + level: cleric/oracle 4, inquisitor 4; Domain chaos 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will partial; see text + school: evocation [chaotic] + spell_resistance: 'yes' + target: null +Charge Object: + area: null + casting_time: 10 minutes + components: V, S + description: + - "You charge an item with minor psychic energy. The item can be detected by the\ + \ detect psychic significance spell. If you wish, You can imprint the item with\ + \ your ownership history. Spells such as object reading a nd uses of the psychometry\ + \ occult skill unlock can reveal any information about yourself you impart into\ + \ the object, including your name, alignment, profession, and a summary of your\ + \ experiences with the item. You can\u2019t impart false information into the\ + \ object, but you can omit any details you\u2019d prefer not to divulge. If the\ + \ target object is already psychically charged, you can add more information to\ + \ it, but you can\u2019t use charge object to erase existing psychic information." + duration: permanent + effect: null + level: medium 1, mesmerist 1, occultist 1, psychic 1, spiritualist 1 + range: touch + saving_throw: none; see text + school: transmutation + spell_resistance: 'no' + target: object touched +Charitable Impulse: + area: null + casting_time: 1 standard action + components: V, S, F/DF (a miniature collection plate) + description: + - This spell makes a creature more charitable, compelling it to aid others rather + than use violence. + duration: 1 round/level + effect: null + level: bard 2, cleric/oracle 3, sorcerer/wizard 3, witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one humanoid creature +Charm Animal: + area: null + casting_time: null + components: null + description: + - This spell functions like charm person, except that it affects a creature of the + animal type. + duration: null + effect: null + level: druid 1, psychic 1, ranger 1, shaman 1; Mystery nature 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; Domain + charm 5; Elemental School wood 4; Mystery juju(PAP39/PZO9039) 4, juju(PZO9436) + 4 + range: null + saving_throw: null + school: enchantment (charm) [mind-affecting] + spell_resistance: null + target: one living creature +Charm Person: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This charm makes a humanoid creature regard you as its trusted friend and ally\ + \ (treat the target\u2019s attitude as friendly). If the creature is currently\ + \ being threatened or attacked by you or your allies, however, it receives a +5\ + \ bonus on its saving throw." + duration: 1 hour/level + effect: null + level: bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1; Domain charm 1; + Subdomain slavery 1; Elemental School wood 1; Mystery intrigue 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (charm) [mind-affecting] + spell_resistance: 'yes' + target: one humanoid creature +Charnel House: + area: null + casting_time: 10 minutes + components: V, S, M (one Tiny or larger living creature) + description: + - By sacrificing a living creature, you create the grisly illusion of viscera and + gore splattered about the nearby area. When the casting time is complete, the + walls drip with blood and the floor is slick with unidentifiable lumps of meat + and other signs of a massacre. Anyone entering the area must attempt a Will save + or be sickened for 1d6 rounds. This is a mind-affecting effect. If a creature + succeeds at its save, it can see the semi-real nature of the illusion. + duration: 10 minutes/level + effect: null + level: antipaladin 3, cleric 5, mesmerist 5, psychic 5, sorcerer/wizard 5, witch + 5 + range: close (25 ft. + 5 ft./2 levels) Area 20-ft. cube (S) + saving_throw: Will partial + school: illusion (shadow) [evil, shadow] + spell_resistance: 'no' + target: null +"Charon\u2019s Dispensation": + area: null + casting_time: 1 standard action + components: V, S, M (2 silver coins) + description: + - The target of this spell gains immunity to the harmful effects of touching or + drinking from the River Styx and a +4 profane bonus on saves against effects that + alter or suppress memory (such as modify memory or mindwipe). This does not grant + the target the ability to breathe water, nor does it grant any protection against + creatures or mundane hazards such as rapids. The spell has no power to restore + memory to a creature already suffering from an existing fugue or amnesia state. + duration: 1 minute/level + effect: null + level: cleric 4, inquisitor 4, medium 4, mesmerist 4, psychic 4, shaman 4, sorcerer/wizard + 4, spiritualist 4, witch 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: one creature/level +"Cheetah\u2019s Sprint": + area: null + casting_time: 1 swift action + components: V + description: + - A wild surge of energy courses through your body and propels you into a sprint. + duration: 1 round + effect: null + level: bloodrager 1, druid 1, ranger 1, shaman 1, witch 1 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Chill Metal: + area: null + casting_time: 1 standard action + components: null + description: + - Chill metal makes metal extremely cold. + duration: 7 rounds + effect: null + level: druid 2, psychic 2; Elemental School metal 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (object) + school: transmutation [cold] + spell_resistance: yes (object) + target: metal equipment of one creature per two levels, no two of which can be more + than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 + ft. away from any of the rest +Chill Touch: + area: null + casting_time: 1 standard action + components: V, S + description: + - A touch from your hand, which glows with blue energy, disrupts the life force + of living creatures. Each touch channels negative energy that deals 1d6 points + of damage. The touched creature also takes 1 point of Strength damage unless it + makes a successful Fortitude saving throw. You can use this melee touch attack + up to one time per level. + duration: instantaneous + effect: null + level: bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1; Mystery reaper + 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; Domain [subdomain] Community + [education] + 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; Bloodline daemon 6; Mystery apocalypse 6, + bones 6 + range: medium (100 ft. + 10 ft./level) + saving_throw: Fortitude negates + school: necromancy [death] + spell_resistance: 'yes' + target: null +Claim Identity: + area: null + casting_time: 1 standard action + components: V, S, M (a needle and thread) + description: + - "You steal the target\u2019s face, transforming yourself into a flawless imitation\ + \ of it. All of the target\u2019s facial features, vocal cues, and identifying\ + \ physical traits change, transforming it into an unremarkable member of its race\ + \ and gender. You transform into a perfect likeness of the target\u2019s true\ + \ form, as if affected by alter self, and gain a +10 bonus on Disguise checks\ + \ to impersonate the original subject of this spell; you take no penalties on\ + \ this check if the original target is of a different race, age, size, or gender." + duration: 1 hour/level + effect: null + level: alchemist 3, antipaladin 3, bard 3, druid 4, inquisitor 3, shaman 4, sorcerer/wizard + 4, witch 3 + range: touch + saving_throw: Fort negates + school: transmutation (polymorph) + spell_resistance: 'yes' + target: humanoid creature touched +Clairaudience-Clairvoyance: + area: null + casting_time: 10 minutes + components: V, S, F/DF (a small horn or a glass eye) + description: + - "Clairaudience/clairvoyance creates an invisible magical sensor at a specific\ + \ location that enables you to hear or see (your choice) almost as if you were\ + \ there. You don\u2019t need line of sight or line of effect, but the locale must\ + \ be known \u2013 a place familiar to you, or an obvious one. Once you have selected\ + \ the locale, the sensor doesn\u2019t move, but you can rotate it in all directions\ + \ to view the area as desired. Unlike other scrying spells, this spell does not\ + \ allow magically or supernaturally enhanced senses to work through it. If the\ + \ chosen locale is magically dark, you see nothing. If it is naturally pitch black,\ + \ you can see in a 10-foot radius around the center of the spell\u2019s effect.\ + \ Clairaudience/clairvoyance functions only on the plane of existence you are\ + \ currently occupying." + duration: 1 min./level (D) + effect: magical sensor + level: bard 3, medium 2, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard + 3, spiritualist 3, witch 3; Elemental School void 3; Mystery occult 3 + range: long (400 ft. + 40 ft./level) + saving_throw: none + school: divination (scrying) + spell_resistance: 'no' + target: null +Clarion Call: + area: null + casting_time: 1 standard action + components: V, S, M (a piece of brass) + description: + - "The subject of this spell gains two benefits. First, the affected creature gains\ + \ the ability to create a sound like the blast of a mighty horn or trumpet simply\ + \ by miming the action of sounding one. Second, the subject can speak in a booming\ + \ voice that carries easily over great distances, lowering the DC of any check\ + \ to hear what is said by \u201315. This spell is particularly prized by battlefield\ + \ commanders and champions who wish to make themselves clearly heard or gain the\ + \ attention of their allies or foes." + duration: 10 minutes/level + effect: null + level: bard 1, cleric 1, magus 1, sorcerer/wizard 1 + range: touch + saving_throw: Fort negates (harmless) + school: illusion + spell_resistance: yes (harmless) + target: creature touched +Clashing Rocks: + area: null + casting_time: 1 standard action + components: V, S + description: + - You create two Colossal-sized masses of rock, dirt, and stone and slam them together + against a single creature between them. The clashing rocks appear up to 30 feet + away from the target on opposite sides and rush toward it with a mighty grinding + crash. You must make a ranged touch attack to hit the target with the rocks. The + clashing rocks ignore concealment and cover, and if there is a solid barrier between + the target and either of the clashing rocks, the spell has a +28 bonus on the + Strength check to burst through the barrier and continue unimpeded to the target. + A creature struck by the clashing rocks takes 20d6 points of bludgeoning damage + and is knocked prone. If the target fails a Reflex Saving Throw, it is also buried + under the resulting rubble as if by a cave-in. + duration: instantaneous + effect: see text + level: "druid 9, sorcerer/wizard 9;\_Bloodline deep earth 9; Elemental School earth\ + \ 9; Mystery stone 9" + range: long (400 ft. + 40 ft./level) + saving_throw: Reflex partial, see text + school: conjuration (creation) [earth] + spell_resistance: 'no' + target: null +Clay Skin: + area: null + casting_time: 1 standard action + components: V, S, M (clay and iron filings) + description: + - "The target\u2019s skin becomes as thick and tough as clay, granting the target\ + \ DR 5/adamantine. Once the spell has prevented a total of 5 points of damage\ + \ per caster level (maximum 50 points), it is discharged and the spell ends." + duration: 10 minutes/level or until discharged + effect: null + level: alchemist 3, bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner + 3 + range: touch + saving_throw: Will negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: creature touched +Cleanse: + area: null + casting_time: 1 standard action + components: S, DF + description: + - Positive energy infuses and cleanses your body. + duration: instantaneous + effect: null + level: cleric/oracle 5, inquisitor 6; Subdomain divine 5 + range: personal + saving_throw: null + school: evocation + spell_resistance: null + target: null +Cleansing Fire: + area: 30-ft. radius emanating from the touched point + casting_time: 1 standard action + components: V, S, DF + description: + - A ring of fire surrounds the area affected by the spell. The flames radiate heat, + but not enough to damage adjacent creatures. The flames deal 2d6 points of fire + damage to any creatures that pass through them (or 4d6 points of damage to undead + creatures). If you manifest a portion of the ring in a square that contains a + creature, that creature takes damage as if it passed through the ring. + duration: concentration , up to 1 round/level + effect: null + level: cleric 5, inquisitor 4, paladin 4 + range: touch + saving_throw: none + school: evocation [good, fire] + spell_resistance: 'yes' + target: null +Clear Grove: + area: null + casting_time: 10 minutes + components: V, S, M/DF (a miniature hoe) + description: + - "Trees, shrubs, and other thick vegetation move out of the spell\u2019s area.\ + \ The affected area is cleared of all vegetation thick enough to provide cover\ + \ or concealment. This also creates a hole in any tree canopy, allowing sunlight\ + \ to pass through. Affected trees and undergrowth form a 5-foot-wide ring along\ + \ the edge of the clearing, which may provide cover or concealment based on the\ + \ thickness of the vegetation (at the GM\u2019s discretion)." + duration: 2 hours/level (D) + effect: 20-ft.-radius clearing + level: druid 3, ranger 2, shaman 3, witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: null +Clenched Fist: + area: null + casting_time: null + components: V, S, F/DF (a leather glove) + description: + - This spell functions like interposing hand, except that the hand can also push + or strike one opponent that you select. The floating hand can move as far as 60 + feet and can attack in the same round. Since this hand is directed by you, its + ability to notice or attack invisible or concealed creatures is no better than + yours. + duration: null + effect: null + level: sorcerer/wizard 8; Domain strength 8 + range: null + saving_throw: null + school: evocation [force] + spell_resistance: null + target: null +Cleromancy: + area: null + casting_time: full-round action + components: V, S, F/DF (a set of 64 chicken bones) + description: + - Cleromancy involves casting bones and interpreting the results. Those able to + arrive at the proper interpretation are granted knowledge of coming events. Roll + 1d4 per caster level. Group the dice by like results, and choose one of the groups. + For the duration of cleromancy, you can apply a luck bonus equal to the result + of the selected dice to any d20 roll. + duration: 1 round/ caster level + effect: null + level: cleric 2, druid 3, inquisitor 3, sorcerer/wizard 3 + range: personal + saving_throw: none + school: divination + spell_resistance: 'no' + target: you +Climbing Beanstalk: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You cause a thick, sturdy beanstalk to sprout from the ground and grow upward + to a height of 10 feet + 5 feet per 2 caster levels. The growing stalk anchors + itself to sturdy objects such as walls or ceilings, and grows around objects that + do not fully obstruct its square (such as tree branches), but is stopped by solid + obstacles. The beanstalk provides numerous hand- and footholds; its climb DC 5. + The beanstalk can support up to 200 pounds plus 50 pounds per caster level, or + double that amount if anchored on its upper end. If it anchors itself to a sturdy + mobile object (such as a ship or a siege engine), breaking the object free requires + a DC 23 Strength check or cutting through the beanstalk (hardness 2, 40 hp). + duration: instantaneous + effect: 5-ft. square of climbable beanstalks + level: druid 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: null + school: conjuration (creation) + spell_resistance: null + target: null +Cloak of Chaos: + area: null + casting_time: 1 standard action + components: V, S, F (a tiny reliquary worth 500 gp) + description: + - A random pattern of color surrounds the subjects, protecting them from attacks, + granting them resistance to spells cast by lawful creatures, and causing lawful + creatures that strike the subjects to become confused. This abjuration has four + effects. + duration: 1 round/level (D) + effect: null + level: cleric/oracle 8; Domain chaos 8 + range: 20 ft. + saving_throw: see text + school: abjuration [chaotic] + spell_resistance: yes (harmless) + target: null +Cloak of Dreams: + area: 5-ft.-radius emanation centered on you + casting_time: 1 round + components: V, S, M (a rose petal and a drop of perfume) + description: + - You are surrounded by a soporific aroma that causes living creatures that begin + their turn or end their movement within 5 feet of you to fall asleep for 1 minute. + Creatures must save each time they begin their turn or end their movement within + the cloak of dreams, even if they have previously saved against the effect. Sleeping + creatures are helpless but can be awakened with a standard action or after being + wounded. + duration: 1 round/level (D) + effect: null + level: bard 5, shaman 7, sorcerer/wizard 6, witch 6; Subdomain nightmare 6, whimsy + 6 + range: 5 ft. + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: null +Cloak of Secrets: + area: 5-ft.-radius emanation centered on a point in space + casting_time: 1 minute + components: V, S + description: + - This spell forms an invisible bubble that filters all speech coming from inside + the affected area so that creatures outside hear a completely different version + of the conversation. The bubble also disguises lip movements to match the false + conversation. + duration: 10 minutes/level (D) + effect: null + level: antipaladin 1, bard 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: illusion (glamer) + spell_resistance: 'no' + target: null +Cloak of Shade: + area: null + casting_time: 1 standard action + components: V, S, M (a leaf from a shade tree) + description: + - 'This spell provides the subject with some degree of protection from the harmful + effects of the sun. The cloaked subject treats environmental heat due to sun exposure + as one level less: severe heat is considered very hot conditions, while very hot + is considered average temperature (see heat dangers). The cloak of shade also + reduces any penalties from sunlight by 1. The spell does not, however, eliminate + the effects of direct sunlight on creatures vulnerable to sunlight. Cloak of shade + has no effect on environmental heat from sources other than the sun.' + duration: 1 hour/level (D) + effect: null + level: druid 1, ranger 1 + range: touch + saving_throw: Will negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: null +Cloak of Shadows: + area: null + casting_time: 1 standard action + components: V, S + description: + - 'You wrap yourself in a protective mantle of semireal shadow. This grants a number + of advantages: you gain concealment (20% miss chance), a +5 competence bonus on + Stealth checks, and DR 5/good. This shroud of shadows also protects you from direct + sunlight, negating sunlight vulnerability, sunlight powerlessness, and similar + effects.' + duration: 1 minute/level + effect: null + level: antipaladin 4, arcanist 5, bard 5, mesmerist 5, skald 5, sorcerer/wizard + 5 + range: personal + saving_throw: null + school: illusion (shadow) [evil, shadow] + spell_resistance: null + target: you +Cloak of Winds: + area: null + casting_time: 1 standard action + components: V, S + description: + - You shroud a creature in a whirling screen of strong, howling wind. + duration: 1 minute/level + effect: null + level: bloodrager 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3; Elemental School + air 3, wood 3; Mystery wind 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude negates (harmless) + school: abjuration [air] + spell_resistance: yes (harmless) + target: null +Clone: + area: null + casting_time: 10 minutes + components: V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory + equipment costing 500 gp) + description: + - "This spell makes an inert duplicate of a creature. If the original individual\ + \ has been slain, its soul immediately transfers to the clone, creating a replacement\ + \ (provided that the soul is free and willing to return). The original\u2019s\ + \ physical remains, should they still exist, become inert and cannot thereafter\ + \ be restored to life. If the original creature has reached the end of its natural\ + \ life span (that is, it has died of natural causes), any cloning attempt fails." + duration: instantaneous + effect: one clone + level: sorcerer/wizard 8, witch 8; Mystery streets 9 + range: 0 ft. + saving_throw: none + school: necromancy + spell_resistance: 'no' + target: null +Cloud Shape: + area: null + casting_time: null + components: null + description: + - This spell functions like gaseous form, except you assume the shape of a Colossal + cloud with a space of 30 feet. You choose the general appearance of the cloud + (white, stormy, fluffy, flat, and so on), after which your appearance cannot be + changed. Even the closest inspection cannot reveal that the cloud in question + is actually a magically concealed creature. To all normal tests you are, in fact, + a cloud, although a detect magic spell reveals a moderate transmutation aura on + the cloud. Your fly speed in cloud form is 30 feet. + duration: 10 minutes/level (D) + effect: null + level: druid 4, ranger 4, sorcerer/wizard 4 + range: personal + saving_throw: null + school: transmutation [air] + spell_resistance: null + target: you +Cloud of Seasickness: + area: null + casting_time: 1 standard action + components: V, S, M (a piece of seaweed) + description: + - This spell functions like stinking cloud, except as noted above and that the vapors + make creatures sickened instead of nauseated. + duration: 1 round/level + effect: null + level: cleric 2, druid 2, sorcerer/ wizard 2 + range: close (25 ft. + 5 ft./2 levels) Effect cloud spreads in 20-ft. radius, 20 + ft. high + saving_throw: Fort negates; see text + school: conjuration (creation) [poison] + spell_resistance: 'no' + target: null +Cloudkill: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell generates a bank of fog, similar to a fog cloud, except that its vapors + are yellowish green and poisonous. These vapors automatically kill any living + creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain + unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution + damage on your turn each round while in the cloud). + duration: 1 min./level + effect: cloud spreads in 20-ft. radius, 20 ft. high + level: magus 5, sorcerer/wizard 5, unchained summoner 5, witch 5; Subdomain venom + 6; Elemental School water 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: Fortitude partial; see text + school: conjuration (creation) [poison] + spell_resistance: 'no' + target: null +Codespeak: + area: null + casting_time: 1 standard action + components: V, S, M (a complex rune inscribed on a slip of paper that is then placed + under your tongue) + description: + - Upon casting this spell, all recipients gain the ability to speak a new language. + This language sounds like random, babbling syllables to anyone not under the influence + of the spell, but the targets understand each other perfectly. + duration: 10 min./level (D) + effect: null + level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: you plus one willing creature per 2 levels, no two of which can be more + than 30 ft. apart +Cognitive Block: + area: null + casting_time: 1 standard action + components: V + description: + - "You create a mental block in the target\u2019s mind, impeding the flow of his\ + \ mental spellcasting process and forcing him to incorporate a thought component\ + \ into any spell or spell-like ability he uses. This is in addition to any other\ + \ components the spell already requires, and doesn\u2019t replace the verbal component.\ + \ Spell-like abilities require this thought component, even though they normally\ + \ don\u2019t need spell components." + duration: 1 round/level (D) + effect: null + level: medium 2, mesmerist 2, psychic 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Coin Shot: + area: null + casting_time: 1 standard action + components: S + description: + - "You turn up to three coins into deadly projectiles that gain the velocity of\ + \ a bullet when thrown. The coins retain their normal appearance but can be used\ + \ as simple thrown weapons with a range increment of 20 feet and a critical multiplier\ + \ of \xD72. The transmuted coins are treated as ammunition for the purposes of\ + \ drawing them. Like firearm bullets, the coins deal bludgeoning and piercing\ + \ damage, and attacks with them are resolved as touch attacks within the first\ + \ range increment. Regardless of whether a transmuted coin hits or misses the\ + \ target, it is destroyed after the attack. Only you can make attacks with the\ + \ coins, though other creatures can safely handle them without discharging the\ + \ spell." + duration: 10 minutes or until discharged + effect: null + level: alchemist 1, antipaladin 1, bard 1, bloodrager 1, magus 1, sorcerer/wizard + 1 + range: touch + saving_throw: none + school: transmutation + spell_resistance: yes (harmless, object) + target: up to three coins touched +Cold Ice Strike: + area: 30-ft. line + casting_time: 1 swift action + components: V, S + description: + - You create a shredding flurry of ice slivers, which blast from your hand in a + line. The line deals 1d6 points of cold damage per caster level (maximum 15d6). + duration: instantaneous + effect: null + level: cleric/oracle 6, sorcerer/wizard 6 + range: 30 feet + saving_throw: Reflex half + school: evocation [cold] + spell_resistance: null + target: null +Cold Iron Fetters: + area: null + casting_time: 1 standard action + components: V, S, M/DF (miniature cold iron shackle) + description: + - "Cold iron shackles materialize around the target\u2019s limbs, reducing each\ + \ of the target\u2019s movement speeds by half. Any flying target has its maneuverability\ + \ worsened by two steps (from good to poor, for example, to a minimum of clumsy\ + \ maneuverability). Additionally, if the target has DR/cold iron or DR/cold iron\ + \ and magic, it is unable to use supernatural or spell-like means of movement\ + \ (such as dimension door, teleport, or tree meld) for the duration of the spell." + duration: 1 round/level (D) + effect: null + level: arcanist 5, cleric/oracle 5, hunter 3, inquisitor 4, occultist 5, ranger + 3, shaman 5, sorcerer/wizard 5, summoner 4, summoner (unchained) 4, warpriest + 5, witch 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex negates + school: conjuration (creation) + spell_resistance: 'no' + target: one creature +Collaborative Thaumaturgy: + area: null + casting_time: 1 immediate action + components: V, S, F (a bronze tuning fork) + description: + - "You tap into the magical resonance between you and your allies to enhance one\ + \ another\u2019s magic. Cast this spell when an ally casts a spell at least 1\ + \ level lower than the highest-level spell she can cast." + duration: instantaneous + effect: null + level: bard 3, cleric 3, druid 3, magus 3, summoner 3, sorcerer/wizard 3, witch + 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: null + school: universal + spell_resistance: null + target: one creature +Color Spray: + area: cone-shaped burst + casting_time: 1 standard action + components: V, S, M (red, yellow, and blue powder or colored sand) + description: + - A vivid cone of clashing colors springs forth from your hand, causing creatures + to become stunned, perhaps also blinded, and possibly knocking them unconscious. + Each creature within the cone is affected according to its HD. + duration: instantaneous; see text + effect: null + level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1; Mystery heavens 1 + range: 15 ft. + saving_throw: Will negates + school: illusion (pattern) [mind-affecting] + spell_resistance: 'yes' + target: null +Command: + area: null + casting_time: 1 standard action + components: V + description: + - You give the subject a single command, which it obeys to the best of its ability + at its earliest opportunity. You may select from the following options. + duration: 1 round + effect: null + level: antipaladin 1, cleric/oracle 1, inquisitor 1, psychic 1, witch 1; Subdomain + devil (evil, law) 1, toil 1, tyranny 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [language-dependent, mind-affecting] + spell_resistance: 'yes' + target: one living creature +Command Plants: + area: null + casting_time: 1 standard action + components: V + description: + - "This spell allows you some degree of control over one or more plant creatures.\ + \ Affected plant creatures can understand you, and they perceive your words and\ + \ actions in the most favorable way (treat their attitude as friendly). They will\ + \ not attack you while the spell lasts. You can try to give a subject orders,\ + \ but you must win an opposed Charisma check to convince it to do anything it\ + \ wouldn\u2019t ordinarily do. (Retries are not allowed.) A commanded plant never\ + \ obeys suicidal or obviously harmful orders, but it might be convinced that something\ + \ very dangerous is worth doing." + duration: 1 day/level + effect: null + level: druid 4, ranger 3, shaman 4; Domain plant 4; Elemental School wood 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: transmutation + spell_resistance: 'yes' + target: null +Command Undead: + area: null + casting_time: 1 standard action + components: V, S, M (a shred of raw meat and a splinter of bone) + description: + - "This spell allows you a degree of control over an undead creature. If the subject\ + \ is intelligent, it perceives your words and actions favorably (treat its attitude\ + \ as friendly). It will not attack you while the spell lasts. You can give the\ + \ subject orders, but you must win an opposed Charisma check to convince it to\ + \ do anything it wouldn\u2019t ordinarily do. Retries are not allowed. An intelligent\ + \ commanded undead never obeys suicidal or obviously harmful orders, but it might\ + \ be convinced that something very dangerous is worth doing." + duration: 1 day/level + effect: null + level: sorcerer/wizard 2; Domain inevitable 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates; see text + school: necromancy + spell_resistance: 'yes' + target: null +Commune: + area: null + casting_time: 10 minutes + components: V, S, M (holy or unholy water and incense worth 500 gp), DF + description: + - "You contact your deity\u2013or agents thereof\u2013and ask questions that can\ + \ be answered by a simple yes or no. (A cleric of no particular deity contacts\ + \ a philosophically allied deity.) You are allowed one such question per caster\ + \ level. The answers given are correct within the limits of the entity\u2019s\ + \ knowledge. \u201CUnclear\u201D is a legitimate answer, because powerful beings\ + \ of the Outer Planes are not necessarily omniscient. In cases where a one-word\ + \ answer would be misleading or contrary to the deity\u2019s interests, a short\ + \ phrase (five words or less) may be given as an answer instead." + duration: 1 round/level + effect: null + level: cleric/oracle 5, inquisitor 5, shaman 5 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Commune With Plane: + area: null + casting_time: 10 minutes + components: V, S instantaneous + description: + - You become one with the plane around you, attaining knowledge of the surrounding + territory. + duration: instantaneous + effect: null + level: cleric 5, psychic 5, ranger 4, summoner 5, witch 5 + range: null + saving_throw: null + school: divination + spell_resistance: null + target: null +Commune With Texts: + area: null + casting_time: 1 minute + components: V, S, M (incense worth 250 gp) + description: + - "You quickly absorb the knowledge in the target, which can be any assortment of\ + \ books, scrolls, or other texts. During the spell\u2019s duration, you can search\ + \ the texts and immediately find the most relevant information regarding any topic\ + \ the collection holds, potentially including singling out spellbooks or scrolls\ + \ containing individual or particular types of spells. You can attempt Knowledge\ + \ checks related to the collection\u2019s topics as if you were trained in those\ + \ skills, and you know whether the collection contains any information about which\ + \ you failed a Knowledge check in the past 24 hours. The bonus on Knowledge checks\ + \ granted by the collection of texts (if any) increases by 2." + duration: 1 hour/level + effect: null + level: bard 5, cleric 6, inquisitor 6, medium 4, occultist 4, psychic 6, sorcerer/wizard + 5, spiritualist 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: null + school: divination + spell_resistance: null + target: a collection of texts +Commune with Birds: + area: null + casting_time: 1 standard action + components: V, S + description: + - You utter a question in the form of a low-pitched bird call that can be heard + up to a mile away, and can understand the responses given by birds in the area. + Over the next 10 minutes, the birds reply as if you had asked them the question + using speak with animals, giving you a general consensus answer to the question + based on their knowledge. For example, you could ask if there is drinkable water + in the area, the location of predators or other creatures, directions to a mountaintop + or other natural feature, and so on, and the local bird communities would answer + to the best of their ability. + duration: 10 minutes; see text + effect: null + level: bard 2, druid 1, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, witch + 2 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Commune with Nature: + area: null + casting_time: 10 minutes + components: V, S + description: + - 'You become one with nature, attaining knowledge of the surrounding territory. + You instantly gain knowledge of as many as three facts from among the following + subjects: the ground or terrain, plants, minerals, bodies of water, people, general + animal population, presence of woodland creatures, presence of powerful unnatural + creatures, or even the general state of the natural setting.' + duration: instantaneous + effect: null + level: druid 5, ranger 4, shaman 5 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Companion Life Link: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a drop of eidolon ichor) + description: + - You create a life link between yourself and the target. You sense whenever the + target is wounded and are made immediately aware if the target is slain. If you + are wounded or slain, the target is made aware. As a free action, you can call + out to the target, causing it to return to you (if able and willing); this ends + the spell. + duration: 1 minute/level (see below) + effect: null + level: druid 2, ranger 2, sorcerer/wizard 2, witch 2 + range: touch + saving_throw: Fort negates (harmless) + school: necromancy + spell_resistance: yes (harmless) + target: one of your animal companions or your familiar +Companion Mind Link: + area: null + casting_time: 1 standard action + components: V, S + description: + - The link between you and your animal companion becomes stronger. As long as you + are within line of sight of your animal companion, you can telepathically communicate + with it as if you two shared a language. Also, as long as you are within line + of sight of the animal companion, you can push your animal companion a swift action + instead of a move action, and you do not need to succeed at Handle Animal checks + to handle your animal companion. Such checks automatically succeed. + duration: 1 minute/level + effect: null + level: druid 3, ranger 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: null + school: enchantment (charm) [mind-affecting] + spell_resistance: null + target: your animal companion +Companion Transposition: + area: null + casting_time: 1 standard action + components: V, S, F (a feather, tuft of fur, or similar memento from your target) + description: + - "You trade places with the other target, teleporting as if you were both affected\ + \ by dimension door. Both you and the other target arrive in a square you choose\ + \ in the other\u2019s former space. If the targets are different sizes, they must\ + \ appear in locations that cover previously occupied squares. As with dimension\ + \ door, after casting this spell, you can\u2019t take any other actions until\ + \ your next turn, and the other target is staggered until the end of its next\ + \ turn due to the transposition." + duration: instantaneous + effect: null + level: antipaladin 4, druid 5, paladin 4, ranger 4, shaman 5, sorcerer/wizard 5, + witch 5 + range: long (400 ft. + 40 ft./level) + saving_throw: none (harmless) + school: conjuration (teleportation) + spell_resistance: 'no' + target: yourself and one animal companion , familiar , or spirit animal within range +Compassionate Ally: + area: null + casting_time: 1 standard action + components: V, S + description: + - "At the sight of an injured ally, the target immediately disengages from its current\ + \ course of action and rushes to provide aid. If the target possesses curative\ + \ spells or magic items, it utilizes them to help the injured ally. If not, the\ + \ target provides aid by performing a Heal check. The target remains with the\ + \ injured ally to assure her safety and refuses to leave the ally\u2019s side\ + \ until her wounds are fully treated or the spell ends, but can otherwise defend\ + \ itself and make attacks." + duration: 1 round/level + effect: null + level: bard 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [emotion, mind-affecting] + spell_resistance: null + target: one creature +Compel Hostility: + area: null + casting_time: 1 standard action + components: V, S, M (a drop of your blood) + description: + - "Whenever a creature you can see that threatens you makes an attack against one\ + \ of your allies, as an immediate action, you can compel that creature to attack\ + \ you instead. When you compel a creature to attack you, you must first overcome\ + \ that creature\u2019s spell resistance, and the creature can attempt a Will saving\ + \ throw to ignore the compulsion. A summoner casting this spell can choose his\ + \ eidolon as the target of the spell." + duration: 1 round/level + effect: null + level: bard 1, cleric 1, inquisitor 1, paladin 1, psychic 1, ranger 1, summoner/unchained + summoner 1, witch 1 + range: personal + saving_throw: see text + school: enchantment (compulsion) [mind-affecting] + spell_resistance: see text + target: you +Compel Tongue: + area: null + casting_time: 1 standard action + components: V, S, M (a wooden block carved with a letter) + description: + - "This spell functions as share language, granting a creature the ability to read,\ + \ understand, and communicate to the best of its ability in any one language you\ + \ know. For the spell\u2019s entire duration, the target can speak and write only\ + \ in the language imparted, but its ability to understand other languages is unaffected." + duration: 1 hour/level (D) + effect: null + level: bard 1, cleric/oracle 2, druid 2, medium 2, mesmerist 2, sorcerer/wizard + 2, witch 2 + range: touch + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Compelling Rant: + area: null + casting_time: 1 minute + components: V, S, M/DF (a handwritten sheet of notes) + description: + - "You deliver a confusing but fascinating monologue, relaying conspiracies or metaphysical\ + \ revelations that confound your audience, throughout the spell\u2019s casting\ + \ time and as long as you concentrate. You take 1d4 points of Wisdom drain when\ + \ you begin the speech and can\u2019t reduce or prevent this damage in any way.\ + \ Each intelligent creature in the spell\u2019s area takes 1d6 points of Wisdom\ + \ damage as their perceptions of reality realign with yours for the spell\u2019\ + s duration. Listeners with at least 5 HD can attempt a Will save to negate the\ + \ effects. Your targets view you with a friendly attitude and respond to criticism\ + \ of you with irritation. Bluff, Diplomacy, or Intimidate checks to create doubt\ + \ about your purpose in those affected by the spell take a \u20134 penalty. The\ + \ attitude of your targets regarding any creature that criticizes you or your\ + \ vision automatically changes one step toward hostile; a Diplomacy check that\ + \ fails by 5 or more reduces their attitude further. Your targets retain the same\ + \ alignment and their prior beliefs, in addition to the ones you force on them.\ + \ You can\u2019t force beliefs on a target if such beliefs would be necessarily\ + \ against the nature of its alignment and prior beliefs, but targets are otherwise\ + \ able to hold contradictory beliefs." + duration: concentration plus 1 round/level, up to 1 hour/level + effect: null + level: bard 5, cleric 5, inquisitor 5, mesmerist 5, psychic 5, sorcerer/wizard 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates (see text) + school: enchantment (charm) + spell_resistance: 'no' + target: any number of creatures +Complex Hallucination: + area: null + casting_time: null + components: null + description: + - This spell functions as audiovisual hallucination, except that the phantasm you + create can also include olfactory, tactile, and thermal effects. + duration: concentration + 3 rounds + effect: null + level: bard 4, magus 4, medium 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard + 4, witch 4 + range: null + saving_throw: null + school: illusion (phantasm) [mind-affecting] + spell_resistance: null + target: null +Comprehend Languages: + area: null + casting_time: 1 standard action + components: V, S, M/DF (pinch of soot and salt) + description: + - You can understand the spoken words of creatures or read otherwise incomprehensible + written messages. The ability to read does not necessarily impart insight into + the material, merely its literal meaning. The spell enables you to understand + or read an unknown language, not speak or write it. + duration: 10 min./level + effect: null + level: alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, + sorcerer/wizard 1, witch 1; Domain knowledge 1; Subdomain language 1 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Compulsive Liar: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The target becomes unable to speak the truth. Lies the target speaks don\u2019\ + t need to be convincing, nor do they even need to be consistent, but they can\u2019\ + t be true as far as the target is aware." + duration: 1 hour/level (D) + effect: null + level: bard 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2 + range: touch + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: creature touched +Concealed Breath: + area: null + casting_time: 1 standard action + components: S, M/DF (a palm-sized stone) + description: + - This spell allows affected creatures to hold their breath freely without negative + effects or risk of suffocation. + duration: 1 hour/level; see text + effect: null + level: alchemist 4, arcanist 4, cleric/oracle 4, druid 4, hunter 4, investigator + 4, shaman 4, sorcerer/wizard 4, summoner 4, summoner (unchained) 4, warpriest + 4 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: living creature touched +Condensed Ether: + area: null + casting_time: 1 standard action + components: V, S, M (crushed amber) + description: + - You condense the substance of the Ethereal Plane as it interpenetrates the Material + Plane. This thickened planar conjunction slows movement through the area to a + crawl. + duration: 1 minute/level + effect: null + level: psychic 4, sorcerer/wizard 5, spiritualist 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: 20-ft.-radius spread +Conditional Curse: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell functions as bestow curse, except that you must state a condition under + which the curse is broken, ending its effect. + duration: permanent (see text) + effect: null + level: antipaladin 4, cleric 4, inquisitor 4, medium 3, mesmerist 3, occultist 4, + psychic 5, shaman 4, sorcerer/wizard 5, spiritualist 5, witch 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: necromancy [curse] + spell_resistance: 'yes' + target: one creature +Conditional Favor: + area: null + casting_time: 1 swift action + components: V + description: + - "You must cast this spell immediately before casting another spell on the same\ + \ creature, eliciting a promise or warning against a behavior and binding the\ + \ target to the paired spell. If you don\u2019t cast a paired spell, conditional\ + \ favor has no effect. The paired spell must be from the abjuration, conjuration\ + \ (healing), enchantment, or transmutation school or subschool, and must be cast\ + \ on a willing creature. If the spell\u2019s recipient violates the oath or prohibition\ + \ while conditional favor remains in effect, the paired spell is undone as if\ + \ never cast. If the spell was a healing spell, the hit point damage or condition\ + \ you removed returns immediately, even if the subject has enjoyed subsequent\ + \ rest or healing. Poisons, diseases, curses, restored ability damage, and negative\ + \ levels removed by the paired spell return as well." + duration: 1 day/level (D) + effect: null + level: antipaladin 1, bard 2, cleric 2, inquisitor 2, mesmerist 2, occultist 2, + paladin 1, witch 2 + range: null + saving_throw: none (see below) + school: abjuration + spell_resistance: 'yes' + target: 1 creature +Cone of Cold: + area: cone-shaped burst + casting_time: 1 standard action + components: V, S, M (a small crystal or glass cone) + description: + - Cone of cold creates an area of extreme cold, originating at your hand and extending + outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster + level (maximum 15d6). + duration: instantaneous + effect: null + level: magus 5, shaman 6, sorcerer/wizard 5, witch 6; Domain water 6; Bloodline + boreal 5; Elemental School water 5; Mystery winter 6 + range: 60 ft. + saving_throw: Reflex half + school: evocation [cold] + spell_resistance: 'yes' + target: null +Confess: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "You ask the target creature a single question. On the subject\u2019s next action,\ + \ it must answer truthfully in the same language as the question or take 1d6 points\ + \ of damage per two caster levels (maximum 5d6) and be sickened for 2d4 rounds.\ + \ A successful Will save negates the sickening effect and halves the damage. A\ + \ creature that is unable to answer still takes damage." + duration: 1 round + effect: null + level: inquisitor 2, psychic 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will partial; see text + school: enchantment (compulsion) [language-dependent, mind-affecting] + spell_resistance: 'yes' + target: null +Confusion: + area: null + casting_time: 1 standard action + components: V, S, M/DF (three nutshells) + description: + - "This spell causes confusion in the targets, making them unable to determine their\ + \ actions. Roll on the following table at the start of each subject\u2019s turn\ + \ each round to see what it does in that round." + duration: 1 round/level + effect: null + level: bard 3, bloodrager 4, sorcerer/wizard 4, witch 4; Domain madness 4, trickery + 4; Subdomain entropy 5, lust 4, whimsy 4; Mystery outer rifts 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one living creature +Conjuration Foil: + area: 20-foot radius spread + casting_time: 1 immediate action + components: S + description: + - "All creatures in the area gain a +4 bonus on saving throws against teleportation\ + \ effects. If any creature would enter or depart the area via a summoning or teleportation\ + \ effect, that creature takes 1d6 points of damage per spell level of the triggering\ + \ effect (or half the HD of the originating creature if the effect has no spell\ + \ level) and arrives in a random similar location within the triggering effect\u2019\ + s range, rather than the intended destination." + duration: 1 round + effect: null + level: bard 4, magus 3, medium 4, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist + 4, summoner 3, witch 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will partial (see text) + school: abjuration + spell_resistance: yes (object) + target: null +Conjure Black Pudding: + area: null + casting_time: 1 round + components: V, S, M (a flask of acid worth 10 gp) + description: + - "You summon a black pudding that immediately attacks creatures near it. You have\ + \ no control over the creature, and it may attack you if there are no more obvious\ + \ opponents. The black pudding is treated as a summoned creature and has the extraplanar\ + \ subtype. The black pudding\u2019s split ability works normally, but all puddings\ + \ derived from the summoned one disappear when the spell ends." + duration: 1 round/level (D) + effect: one summoned black pudding + level: sorcerer/wizard 6, summoner/unchained summoner 5 + range: close (25 ft. + 5 ft./2 level) + saving_throw: none + school: conjuration (summoning) [acid] + spell_resistance: null + target: null +Conjure Carriage: + area: null + casting_time: 1 round + components: V, S, M (a gourd) + description: + - "You create a fine wooden carriage with whatever cosmetic embellishments you desire.\ + \ It is well constructed, although not exceptionally ostentatious. The carriage\ + \ can carry up to six Medium or Small passengers. When conjured, the carriage\ + \ comes with a team of two quasi-real light horses, which are already harnessed\ + \ to the carriage. At your command, an invisible coachman similar to an unseen\ + \ servant can assume the role of driver and direct the carriage, although it can\u2019\ + t perform any complex or dangerous driving, and fails any checks made to drive\ + \ the carriage in such conditions. At the end of the spell\u2019s duration, the\ + \ carriage, horses, and coachman disappear into nothingness, depositing everything\ + \ on or in it on the ground in its space." + duration: 1 hour/level (D) + effect: one quasi-real carriage, horses, and driver + level: bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +Conjure Deadfall: + area: see text + casting_time: 1 standard action + components: V, S, M (fistful of mithral tacks) + description: + - You conjure a large metal cube covered in sharp spikes. + duration: instantaneous + effect: one spiked, falling block + level: magus 5, sorcerer/wizard 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex negates (see text) + school: conjuration (creation) + spell_resistance: 'yes' + target: null +Consecrate: + area: 20-ft.-radius emanation + casting_time: 1 standard action + components: V, S, M (a vial of holy water and 25 gp worth of silver dust), DF + description: + - This spell blesses an area with positive energy. The DC to resist positive channeled + energy within this area gains a +3 sacred bonus. Every undead creature entering + a consecrated area suffers minor disruption, suffering a -1 penalty on attack + rolls, damage rolls, and saves. Undead cannot be created within or summoned into + a consecrated area. If the consecrated area contains an altar, shrine, or other + permanent fixture dedicated to your deity, pantheon, or aligned higher power, + the modifiers given above are doubled (+6 sacred bonus to positive channeled energy + DCs, -2 penalties for undead in the area). + duration: 2 hours/level + effect: null + level: cleric/oracle 2, inquisitor 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: evocation [good] + spell_resistance: 'no' + target: null +Constricting Coils: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a snakeskin) + description: + - This spell functions like hold monster, except that the target is constricted + as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage + each round that it fails its save. A successful save ends both the paralyzing + and constriction effects. + duration: 1 round/level (D); see text + effect: null + level: cleric 5, sorcerer/wizard 5 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates; see text + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one living creature +Contact Entity: + area: null + casting_time: 1 minute + components: V, S, M (see text) + description: + - "You send out a magical message to any eldritch entities of a particular kind\ + \ within a 100-mile radius, which can be delivered to up to 20 such creatures,\ + \ starting with the nearest creatures until the limit has been met. This spell\ + \ can\u2019t contact creatures with more than 6 Hit Dice. You can\u2019t send\ + \ a specific message, but this spell (and all similar contact entity spells) can\ + \ be characterized as an open invitation to make contact and establish communication." + duration: instantaneous + effect: null + level: cleric 2, medium 1, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, + summoner 2, witch 2 + range: 100 miles + saving_throw: none + school: evocation + spell_resistance: 'no' + target: up to 20 entities of 6 HD or fewer; see text +Contact High: + area: null + casting_time: 1 standard action + components: V, S + description: + - "While under the effects of a drug, you can duplicate those effects in others.\ + \ You can touch another creature once per round (this requires a melee touch attack\ + \ if the target is unwilling). When touched, the target begins experiencing the\ + \ effects of the same drug by which you are currently affected (select one, if\ + \ you are under the influence of more than one drug). The target doesn\u2019t\ + \ take any ability damage or risk addiction from the drug." + duration: 1 round/level + effect: null + level: alchemist 2, bard 2, cleric 3, mesmerist 3, shaman 3, skald 3 + range: touch + saving_throw: Fort negates + school: transmutation + spell_resistance: 'yes' + target: living creatures touched (up to one per level) +Contact Nalfeshnee: + area: null + casting_time: 1 round + components: V, S, M (powdered sapphire worth 250 gp), F (bejeweled cold iron mirror + worth at least 2,000 gp) + description: + - When you cast this spell, you fall into a trance and become helpless as long as + you continue concentrating. + duration: concentration + effect: null + level: cleric 6, sorcerer/wizard 6, witch 6 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Contact Other Plane: + area: null + casting_time: 10 minutes + components: V + description: + - "You send your mind to another plane of existence (an Elemental Plane or some\ + \ plane farther removed) in order to receive advice and information from powers\ + \ there. See the accompanying table for possible consequences and results of the\ + \ attempt. The powers reply in a language you understand, but they resent such\ + \ contact and give only brief answers to your questions. All questions are answered\ + \ with \u201Cyes,\u201D \u201Cno,\u201D \u201Cmaybe,\u201D \u201Cnever,\u201D\ + \ \u201Cirrelevant,\u201D or some other one-word answer." + duration: concentration + effect: null + level: alchemist 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5; + Bloodline harrow 5; Mystery ascetic 5, juju(PZO9436) 6, lore 5, occult 5 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Contagion: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The subject contracts one of the following diseases: blinding sickness, bubonic\ + \ plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy\ + \ doom. The disease is contracted immediately (the onset period does not apply).\ + \ Use the disease\u2019s listed frequency and save DC to determine further effects.\ + \ For more information see Diseases." + duration: instantaneous + effect: null + level: antipaladin 3, bloodrager 4, cleric/oracle 3, druid 3, sorcerer/wizard 4; + Subdomain decay 3; Bloodline daemon 4 + range: touch + saving_throw: Fortitude negates + school: necromancy [disease, evil] + spell_resistance: 'yes' + target: living creature touched +Contagious Flame: + area: null + casting_time: 1 standard action + components: V, S + description: + - You blast several enemies with beams of fire. You may fire three rays, plus one + additional ray for every four levels beyond 11th (to a maximum of five rays at + 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points + of fire damage. + duration: 3 rounds + effect: null + level: magus 6, sorcerer/wizard 6; Elemental School fire 6; Mystery volcano 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: evocation [fire] + spell_resistance: 'yes' + target: null +Contagious Suggestion: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This spell functions as per suggestion, except the target can pass on the enchantment\ + \ to other targets. The target is compelled to communicate your suggestion to\ + \ another creature, forcing the new target to attempt a saving throw as if it\ + \ were the initial target. If a secondary target successfully saves, the suggestion\ + \ effect on the initial target isn\u2019t negated. If a secondary target fails,\ + \ it is placed under the same compulsion as the initial target and can further\ + \ spread the suggestion. This spell can affect a total number of Hit Dice of creatures\ + \ equal to your caster level." + duration: 1 hour/level or until completed (D) + effect: null + level: bard 4, medium 4, mesmerist 4, occultist 5, psychic 5, sorcerer/wizard 5, + witch 5 + range: close (25 ft. + 5 ft./level) + saving_throw: null + school: enchantment (compulsion) [language-dependent, mind-affecting] + spell_resistance: null + target: one living creature +Contagious Zeal: + area: null + casting_time: 1 standard action + components: V, S + description: + - The target gains a +2 morale bonus on attack rolls and weapon damage rolls, 1d6 + temporary hit points, and a +4 morale bonus on saving throws against fear effects + and to the DC of Intimidate checks attempted against her. Once per round, the + target can select one other creature to gain this bonus as well. + duration: 1 round/level + effect: null + level: bard 2, cleric/oracle 3, inquisitor 3, psychic 3, sorcerer/wizard 3, spiritualist + 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: enchantment (compulsion) [emotion, mind-affecting] + spell_resistance: yes (harmless) + target: one creature +Contest of Skill: + area: null + casting_time: 1 standard action + components: V, S, M (a tiny gong) + description: + - The randomness of critical hits has long vexed certain duelists in the school + who consider luck to be an unwelcome addition to duels, which they view as contests + of skill rather than chance. + duration: 1 minute/level + effect: null + level: bard 2, cleric 3, magus 2, paladin 2 + range: close (25 ft. plus 5 ft./2 levels) + saving_throw: Will negates + school: transmutation [curse] + spell_resistance: 'yes' + target: one creature +Contingency: + area: null + casting_time: at least 10 minutes; see text + components: V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory + statuette of you worth 1,500 gp) + description: + - You can place another spell upon your person so that it comes into effect under + some condition you dictate when casting contingency. The contingency spell and + the companion spell are cast at the same time. The 10-minute casting time is the + minimum total for both castings; if the companion spell has a casting time longer + than 10 minutes, use that instead. You must pay any costs associated with the + companion spell when you cast contingency. + duration: 1 day/level (D) or until discharged + effect: null + level: "sorcerer/wizard 6;\_Bloodline astral 6; Mystery time 6" + range: personal + saving_throw: null + school: evocation + spell_resistance: null + target: you +Contingent Action: + area: null + casting_time: 1 minute + components: V, S + description: + - The target gains an extra action that becomes available when a condition which + you dictate is met. At the time of casting, you dictate the condition, and the + target specifies a readied action that occurs when triggered by this condition. + duration: 1 minute/level (D) or until discharged + effect: null + level: bard 3, psychic 3, sorcerer/wizard 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: evocation + spell_resistance: Yes (harmless) + target: one willing creature +Contingent Scroll: + area: null + casting_time: 10 minutes + components: V, S, M (the scroll to be triggered; see text), F (a platinum quill + worth 100 gp) + description: + - You transfer the power of a scroll to the target so that it comes into effect + under some condition you dictate. Casting this spell destroys the scroll, but + allows the spell in it to be triggered in a manner similar to the contingency + spell. The spell on the scroll must be a spell on your spell list, it must affect + the target of this spell (the target of this spell is considered the caster of + the scroll), and its level must be no higher than one-fourth your caster level + (maximum 5th level). + duration: 10 minutes/level (D) or until discharged + effect: null + level: bard 4, sorcerer/wizard 4 + range: personal + saving_throw: Will negates (harmless) + school: evocation + spell_resistance: yes (harmless) + target: you +Contingent Venom: + area: null + casting_time: null + components: V, S, M (herbs used in antitoxins worth 100 gp) + description: + - "This spell functions as languid venom, but you can stipulate a specific condition\ + \ or circumstance that will end the poison\u2019s onset time and cause it to take\ + \ effect. The conditions for triggering the poison can be as general or as detailed\ + \ as desired, but the triggers must be visual or audible (as per magic mouth)\ + \ or else based on physical contact with or consumption of a specific object,\ + \ substance, or creature. This triggering condition can either result in the immediate\ + \ onset of the poison, or cause the poison to take effect a number of rounds after\ + \ being triggered no greater than 1 round per caster level. You must make all\ + \ decisions involving triggering when you cast contingent venom, and you can\u2019\ + t change those decisions later." + duration: null + effect: null + level: shaman 4, sorcerer/ wizard 4 + range: null + saving_throw: null + school: necromancy [poison] + spell_resistance: null + target: null +Continual Flame: + area: null + casting_time: 1 standard action + components: V, S, M (ruby dust worth 50 gp) + description: + - "A flame, equivalent in brightness to a torch, springs forth from an object that\ + \ you touch. The effect looks like a regular flame, but it creates no heat and\ + \ doesn\u2019t use oxygen. A continual flame can be covered and hidden but not\ + \ smothered or quenched." + duration: permanent + effect: magical, heatless flame + level: cleric/oracle 3, inquisitor 3, occultist 2, psychic 3, sorcerer/wizard 2; + Subdomain day 2; Elemental School void 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; Elemental School metal 7 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none (see text) + school: transmutation + spell_resistance: null + target: one construct +Control Plants: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - This spell enables you to control the actions of one or more plant creatures for + a short period of time. You command the creatures by voice and they understand + you, no matter what language you speak. Even if vocal communication is impossible, + the controlled plants do not attack you. At the end of the spell, the subjects + revert to their normal behavior. + duration: 1 min./level + effect: null + level: druid 8; Domain plant 8; Elemental School wood 9 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: transmutation + spell_resistance: 'no' + target: null +Control Summoned Creature: + area: null + casting_time: 1 standard action + components: V, S + description: + - You seize control of a summoned creature by disrupting the bond between it and + the caster who summoned it. If the creature fails its save, you may command it + as if you had summoned it. The original caster can attempt to regain control of + the creature as a standard action by making an opposed Spellcraft check against + you. When your spell ends, control reverts to the original summoner. If the summoning + spell ends before this spell ends, the remaining duration of this spell is lost. + duration: 1 round/level + effect: null + level: bard 3, cleric/oracle 4, sorcerer/wizard 4, summoner/unchained summoner 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: null + target: one summoned creature +Control Undead: + area: null + casting_time: 1 standard action + components: V, S, M (a piece of bone and a piece of raw meat) + description: + - This spell enables you to control undead creatures for a short period of time. + You command them by voice and they understand you, no matter what language you + speak. Even if vocal communication is impossible, the controlled undead do not + attack you. At the end of the spell, the subjects revert to their normal behavior. + duration: 1 min./level + effect: null + level: sorcerer/wizard 7; Bloodline ghoul 7; Mystery bones 7 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: necromancy + spell_resistance: 'yes' + target: null +Control Vermin: + area: null + casting_time: 1 standard action + components: V, S, DF/M (a beetle) + description: + - You and a number of allies less than or equal to your caster level designated + upon casting can use Handle Animal and Ride checks to influence or control the + targeted vermin as if they were animals and had animal-level intelligence. + duration: 1 hour/level + effect: null + level: cleric 3, druid 2, ranger 4, sorcerer/wizard 3, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: transmutation + spell_resistance: 'no' + target: up to 1 HD/level of vermin , no two of which can be more than 30 ft. apart +Control Water: + area: water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S) + casting_time: 1 standard action + components: V, S, M/DF (a pinch of dust for or a drop of water for ) + description: + - "This spell has two different applications, both of which control water in different\ + \ ways. The first version of this spell causes water in the area to swiftly evaporate\ + \ or to sink into the ground below, lowering the water\u2019s depth. The second\ + \ version causes the water to surge and rise, increasing its overall depth and\ + \ possibly flooding nearby areas." + duration: 10 min./level (D) + effect: null + level: cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 6; Domain water 4; Bloodline + aquatic 5 + range: long (400 ft. + 40 ft./level) + saving_throw: none; see text + school: transmutation [water] + spell_resistance: 'no' + target: null +Control Weather: + area: 2-mile-radius circle, centered on you; see text + casting_time: 10 minutes; see text + components: V, S + description: + - You change the weather in the local area. It takes 10 minutes to cast the spell + and an additional 10 minutes for the effects to manifest. You can call forth weather + appropriate to the climate and season of the area you are in. You can also use + this spell to cause the weather in the area to become calm and normal for the + season. + duration: 4d12 hours; see text + effect: null + level: cleric/oracle 7, druid 7, shaman 7, sorcerer/wizard 7, witch 7; Domain weather + 7; Subdomain catastrophe 7; Elemental School air 7, water 7, wood 7; Mystery battle + 7, wind 7 + range: 2 miles + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: null +Control Winds: + area: 40 ft./level radius cylinder 40 ft. high + casting_time: 1 standard action + components: V, S + description: + - "You alter wind force in the area surrounding you. You can make the wind blow\ + \ in a certain direction or manner, increase its strength, or decrease its strength.\ + \ The new wind direction and strength persist until the spell ends or until you\ + \ choose to alter your handiwork, which requires concentration. You may create\ + \ an \u201Ceye\u201D of calm air up to 80 feet in diameter at the center of the\ + \ area if you so desire, and you may choose to limit the area to any cylindrical\ + \ area less than your full limit." + duration: 10 min./level + effect: null + level: druid 5, shaman 5; Domain air 5, weather 6; Mystery wind 5 + range: 40 ft./level + saving_throw: Fortitude negates + school: transmutation [air] + spell_resistance: 'no' + target: null +Controlled Fireball: + area: 20-foot-radius spread + casting_time: 1 standard action + components: V, S, M (a ball of bat guano and sulfur) + description: + - This spell functions as fireball except you can cause the bead of fire to originate + from anywhere you can see within range. + duration: instantaneous + effect: null + level: bloodrager 4, magus 4, occultist 4, sorcerer/wizard 4 + range: long (400 ft. + 40 ft./level) + saving_throw: Reflex half + school: evocation [fire, ruse] + spell_resistance: 'yes' + target: null +Conversing Wind: + area: null + casting_time: null + components: null + description: + - "This spell functions as whispering wind, except it can carry responses and doesn\u2019\ + t end after delivering its first message." + duration: 1 hour/level (D) + effect: null + level: bard 4, sorcerer/wizard 4 Duration 1 hour/level (D) + range: null + saving_throw: null + school: transmutation [air] + spell_resistance: null + target: null +Coordinated Effort: + area: null + casting_time: 1 standard action + components: V, S + description: + - "Choose a single teamwork feat that you possess. You forge a link with your allies,\ + \ allowing them to gain the benefits of the chosen feat even if they do not have\ + \ it themselves. You must be a part of the group qualifying for a given bonus\ + \ for your allies to gain the benefits. For example, two of your allies flanking\ + \ an orc would gain no benefit from your Outflank feat, but an ally flanking the\ + \ orc with you would. Your allies\u2019 positioning and actions must still meet\ + \ the prerequisites listed in the teamwork feat for either of you to receive the\ + \ listed bonus." + duration: 1 minute/level + effect: null + level: bard 3, inquisitor 3; Subdomain cooperation 3; Mystery succor 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Corpse Hammer: + area: null + casting_time: 1 standard action + components: V, S, M (a leather glove coated in dried embalming herbs) + description: + - When you cast this spell, you draw the remains of nearby destroyed undead together + and fuse them into a mass of flesh and bone you can then hurl at any foes within + range. + duration: 1 round/level + effect: sphere of undead remains composed of 3 or more destroyed undead + level: sorcerer/wizard 4, witch 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: necromancy + spell_resistance: 'yes' + target: null +Corpse Lanterns: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This spell functions as dancing lights, except it summons up to four spheres\ + \ of light, each of which glows a sickly pale green. These corpse lanterns shed\ + \ dim light in a 20-foot radius, and do not increase the light level in areas\ + \ of normal light or bright light. In dim or normal light, the radiance of corpse\ + \ lanterns provides a strange contrast, giving all creatures in the area a \u2013\ + 5 penalty on Stealth checks. In addition, the hue interferes with illusion (pattern)\ + \ spells, giving all creatures in the illuminated area a +2 bonus on any saving\ + \ throws against such spells. Unlike dancing lights, you may have more than one\ + \ corpse lanterns spell active at a time, but you may only move one set in any\ + \ given round. Moving the corpse lanterns does not require concentration. Corpse\ + \ lanterns can be made permanent on an area with a permanency spell by a caster\ + \ of at least 11th level for the cost of 7,500 gp." + duration: 1 minute/level (D) + effect: up to 4 lights, all within a 10-ft.-radius area + level: sorcerer/wizard 2, witch 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: necromancy [light] + spell_resistance: 'no' + target: null +Corrosive Consumption: + area: null + casting_time: 1 standard action + components: V, S + description: + - With a touch, this spell causes a small, rapidly growing patch of corrosive acid + to appear on the target. On the first round, the acid deals 1 point of acid damage + per caster level (maximum 15). On the second round, the acid patch grows and deals + 1d4 points of acid damage per caster level (maximum 15d4). On the third and final + round, the acid patch covers the entire creature and deals 1d6 points of acid + damage per caster level (maximum 15d6). The target can spend a full-round action + to scrape off the acid, or can wash it off with at least 1 gallon of liquid to + halve the damage for that round and negate the remaining rounds of the spell. + duration: 3 rounds + effect: null + level: magus 5, sorcerer/wizard 5; Subdomain demodand (chaos, evil) 6 + range: touch + saving_throw: none + school: conjuration (creation) [acid] + spell_resistance: null + target: creature touched +Corrosive Touch: + area: null + casting_time: 1 standard action + components: V, S + description: + - Your successful melee touch attack deals 1d4 points of acid damage per caster + level (maximum 5d4). + duration: instantaneous + effect: null + level: bloodrager 1, magus 1, sorcerer/ wizard 1, summoner/unchained summoner 1 + range: touch + saving_throw: none + school: conjuration (creation) [acid] + spell_resistance: 'yes' + target: creature or object touched +Corruption Resistance: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "You grant the touched creature limited protection from magical effects that inflict\ + \ damage based on the target creature\u2019s alignment, such as holy smite, order\u2019\ + s wrath, a paladin\u2018s smite evil attack, or an unholy weapon. Choose one alignment\ + \ type: chaos, evil, good, or law. The subject takes 5 less points of damage from\ + \ effects that specifically harm creatures of that alignment. The value of the\ + \ protection increases to 10 points at 7th level and 15 points at 11th level.\ + \ The spell protects the recipient\u2019s equipment as well." + duration: 10 minutes/level + effect: null + level: antipaladin 2, inquisitor 2, paladin 2 + range: touch + saving_throw: Fortitude negates (harmless) + school: abjuration [chaotic, evil, good, or lawful] + spell_resistance: yes (harmless) + target: null +Cosmic Ray: + area: null + casting_time: 1 standard action + components: V, S, M (a piece of meteorite) + description: + - You fling a ray of deadly cosmic energy at the target creature. + duration: instantaneous and 1 round/level (see text) + effect: ray + level: magus 5, sorcerer/wizard 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude partial + school: evocation + spell_resistance: 'yes' + target: null +Counterbalancing Aura: + area: null + casting_time: 1 standard action + components: V, S, F (a set of scales worth 500 gp) + description: + - An oscillating bronze glow surrounds the targets, protecting them from attacks, + granting them resistance to spells cast by neutral creatures, and sickening or + nauseating neutral creatures that strike the targets. This abjuration has four + effects. + duration: 1 round/level + effect: null + level: cleric 8 + range: 20 ft. + saving_throw: see text + school: abjuration + spell_resistance: 'yes' + target: one creature/level in a 20-ft.-radius burst centered on you +Countless Eyes: + area: null + casting_time: 1 standard action + components: V, S + description: + - The target sprouts extra eyes all over its body, including on the back of its + head. It gains all-around vision and cannot be flanked. + duration: 1 hour/level + effect: null + level: alchemist 3, bloodrager 3, inquisitor 3, occultist 3, psychic 3, sorcerer/wizard + 3, witch 3 + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: null + target: creature touched +Covetous Aura: + area: 25-ft.-radius emanation centered on you + casting_time: 1 standard action + components: V, S + description: + - "Anytime a harmless (so noted by a spell\u2019s saving throw description) spell\ + \ of 3rd level or lower is cast within a covetous aura\u2019s area of effect,\ + \ you may choose to immediately gain the benefit of that spell as if it had also\ + \ targeted you. The intended target still gains the effect of the spell. You gain\ + \ the benefits of this duplicated spell only if the caster is in range of the\ + \ covetous aura. You are considered the caster of the additional spell effect.\ + \ If the effect allows for multiple targets other than yourself, you cannot use\ + \ the stolen spell effect to target other creatures\u2014a covetous aura only\ + \ aids you. Once you choose to gain the benefit of another spell, the covetous\ + \ aura immediately ends. Rumors hold that this unusual spell was invented thousands\ + \ of years ago by a powerful spellcaster who was constantly jealous of other spellcasters\u2019\ + \ abilities." + duration: 1 round/level or until discharged + effect: null + level: bard 5, sorcerer/wizard 5 + range: personal + saving_throw: none + school: abjuration + spell_resistance: 'no' + target: null +Covetous Urge: + area: null + casting_time: 1 standard action + components: V, S, M (a golden coin) + description: + - You curse the target with insatiable greed, causing it to attempt to steal any + item worth 100 gp or more that it can see, each time it enters a new room or area. + If it can see multiple items of value in a single room or area, it attempts to + steal the item it thinks is worth the most. This covetous compulsion might cause + the target to act recklessly where it normally would not (unless acting in this + manner would clearly cause it to die, suffer great harm, or get caught). + duration: 1 minute/level (D) + effect: null + level: arcanist 2, bard 2, skald 2, sorcerer/wizard 2, summoner 2, summoner (unchained) + 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [curse, language-dependent] + spell_resistance: 'yes' + target: one living creature with 7 HD or fewer +"Coward\u2019s Cowl": + area: null + casting_time: 1 standard action + components: V, S + description: + - You imbue the target with a compulsion to avoid threats, enhancing its defensive + instincts. + duration: 1 minute/level + effect: null + level: alchemist 1, bard 1, cleric 1, mesmerist 1, psychic 1, shaman 1, sorcerer/wizard + 1, witch 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: enchantment [mind-affecting] + spell_resistance: 'no' + target: one creature +"Coward\u2019s Lament": + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - You compel an opponent to face you in combat, or suffer for its cowardice. Each + round that the target fails to attack you in melee, it receives a cumulative -1 + penalty to its Armor Class, attack rolls, and saving throws (maximum penalty -5). + Each round at the end of its turn, the target may attempt a Will Saving Throw + to prevent the penalties from increasing for that round. All penalties reset to + zero when the target attacks you in melee, but increase again if it stops attacking. + If the target is prevented from attacking you by physical restraint, magic, or + impassable terrain, the penalties do not increase. If you move away from the target, + the spell ends. + duration: 1 round/level (D) + effect: null + level: inquisitor 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will partial + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: null +"Crafter\u2019s Curse": + area: null + casting_time: 1 standard action + components: V, S, M (a broken tool) + description: + - "The target of crafter\u2019s curse takes a -5 penalty on all Craft skill checks\ + \ while the spell lasts." + duration: 1 day/level (D) + effect: null + level: sorcerer/wizard 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: transmutation [curse] + spell_resistance: 'yes' + target: null +"Crafter\u2019s Fortune": + area: null + casting_time: 1 standard action + components: V, S, F (a tool) + description: + - The target is struck by inspiration and gains a +5 luck bonus on its next Craft + skill check. + duration: 1 day/level or until discharged (D) + effect: null + level: alchemist 1, sorcerer/wizard 1; Domains [subdomains] Artifice [industry] + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: null +"Crafter\u2019s Nightmare": + area: one 5-ft. cube/level (S) + casting_time: 1 standard action + components: V, S, M (a broken tool) + description: + - "You concentrate feelings of competitiveness, envy, and ill will into a poltergeist-like\ + \ haunt that wreaks havoc on its victim\u2019s long-term endeavors. Every time\ + \ a creature in the affected area attempts a Craft or Profession check to generate\ + \ income, create an item, or earn capital, any skill check required for crafting\ + \ or repairing a magic item, or any skill check required for an occult ritual,\ + \ the haunt imposes a \u20135 penalty on the check. If the creature fails its\ + \ check by 5 or more, the haunt\u2019s mischief deals 1d6 points of damage to\ + \ the creature in addition to any other negative effects from such a failure.\ + \ If the creature attempts to cast a spell with a casting time of 1 minute or\ + \ longer, the haunt becomes similarly disruptive, requiring the caster to succeed\ + \ at a concentration check (DC = 15 + spell level) or lose the spell and take\ + \ 1d6 points of damage from the mischief. Each time the haunt is disruptive, the\ + \ spell\u2019s haunt-like manifestation occurs during that round." + duration: 1 day/level (D) + effect: null + level: bard 2, druid 2, medium 1, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard + 2, spiritualist 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: necromancy (haunted) [emotion, fear, mind-affecting] + spell_resistance: 'yes' + target: null +Create Armaments: + area: null + casting_time: 1 minute + components: V, S, M (diamonds worth price of arms to be created) + description: + - You create one non-magical weapon, shield, or set of armor. To determine whether + the item functions as intended, you must attempt an appropriate Craft check with + the DC required to create the item normally. If you fail, the item is created + with the broken condition. You can create items made of rare or unusual materials + if you include a bit of that material as an additional material component when + you cast the spell, but cannot create cold iron items with this spell. + duration: instantaneous + effect: null + level: bard 4, medium 4, psychic 4, sorcerer/wizard 4, spiritualist 3, witch 4 + range: 0 ft. + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +Create Demiplane: + area: null + casting_time: 4 hours + components: '?' + description: + - This spell functions as create lesser demiplane, except the area is larger and + you can add more features to the plane. You can use this spell to expand a demiplane + you created with create lesser demiplane (you do not need to create an entirely + new plane using this spell), in which case it has a duration of 1 day/level. Alternatively, + when cast within your demiplane, you may add (or remove) one of the following + features to your demiplane with each casting of the spell, in which case it has + an instantaneous duration. + duration: 1 day/level or instantaneous (see text) + effect: extradimensional demiplane, up to 10 10-ft. cubes/level (S) + level: cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8; Subdomain greed + 8; Bloodline astral 8, ectoplasm 8; Mystery elemental 8 + range: 0 ft. + saving_throw: none + school: conjuration (creation) + spell_resistance: null + target: null +Create Drug: + area: null + casting_time: 1 round + components: V, S + description: + - "The caster conjures into being one of the following drugs: aether, flayleaf,\ + \ opium, keif, scour, shiver, or zerk. (At the GM\u2019s discretion, other drugs\ + \ of similar power can be included on this list.) The drug doses the caster creates\ + \ with this spell must be used within 1 minute of being conjured, or they dissolve\ + \ into worthless dust or evaporate into noxious but fleeting vapors, though the\ + \ effects of the drug may last far longer if taken before it decays." + duration: 1 minute + effect: 1 dose of a drug/3 levels + level: alchemist 3, cleric 4, druid 3, occultist 3 + range: 0 ft. + saving_throw: none (see below) + school: conjuration (creation) + spell_resistance: 'no' + target: null +Create Food and Water: + area: null + casting_time: 10 minutes + components: V, S + description: + - "The food that this spell creates is simple fare of your choice\u2013highly nourishing,\ + \ if rather bland. Food so created decays and becomes inedible after 24 hours,\ + \ although it can be kept fresh for another 24 hours by casting a purify food\ + \ and drink spell on it. The water created by this spell is just like clean rain\ + \ water, and it doesn\u2019t go bad as the food does." + duration: 24 hours; see text + effect: food and water to sustain three humans or one horse/level for 24 hours + level: cleric/oracle 3, shaman 3; Subdomain family 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +Create Holds: + area: null + casting_time: 1 standard action + components: V, S, M (handful of pebbles) + description: + - 'You create a path of handholds on earthen, plaster, stone, or wooden walls. ' + duration: 1 hour/level (D) + effect: path of handholds + level: druid 4, ranger 3, sorcerer/wizard 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: transmutation + spell_resistance: 'no' + target: null +Create Mindscape: + area: null + casting_time: 1 round + components: V, S + description: + - You create an immersive mindscape that the minds of both you and another creature + enter together. + duration: 10 minutes/level + effect: null + level: medium 4, mesmerist 4, psychic 4, sorcerer/wizard 5 + range: long (400 ft. + 40 ft./level) + saving_throw: Will disbelief; see text + school: illusion (phantasm)) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Create Pit: + area: null + casting_time: 1 standard action + components: V, S, F (miniature shovel costing 10 gp) + description: + - You create a 10-foot-by-10-foot extra-dimensional hole with a depth of 10 feet + per two caster levels (maximum 30 feet). You must create the pit on a horizontal + surface of sufficient size. Since it extends into another dimension, the pit has + no weight and does not otherwise displace the original underlying material. You + can create the pit in the deck of a ship as easily as in a dungeon floor or the + ground of a forest. Any creature standing in the area where you first conjured + the pit must make a Reflex saving throw to jump to safety in the nearest open + space. In addition, the edges of the pit are sloped, and any creature ending its + turn on a square adjacent to the pit must make a Reflex saving throw with a +2 + bonus to avoid falling into it. Creatures subjected to an effect intended to push + them into the pit (such as bull rush) do not get a saving throw to avoid falling + in if they are affected by the pushing effect. + duration: 1 round + 1 round/level + effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels + level: sorcerer/wizard 2, summoner/unchained summoner 2; Subdomain caves 2; Elemental + School earth 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex negates + school: conjuration (creation) + spell_resistance: 'no' + target: null +Create Soul Gem: + area: null + casting_time: 1 round + components: V, S, F (crystal lens worth 500 gp) + description: + - "You draw forth the ebbing life force of a dying creature or one that has died\ + \ in the past round, focusing it through a crystal lens focus to transform into\ + \ a soul gem. If the creature is alive and fails its saving throw, it dies and\ + \ you capture its soul in the gem. If the creature is dead, it can still resist\ + \ the spell effect by attempting a Will save as if it were still alive. The value\ + \ of the soul gem created depends on the nature of the creature it is made from.\ + \ Soul gems created by this spell crumble to dust once the spell\u2019s duration\ + \ expires, releasing the trapped soul to travel on to judgment in the Great Beyond." + duration: 1 day/level + effect: null + level: cleric 3, occultist 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch + 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: necromancy [death, evil] + spell_resistance: 'yes' + target: one dying or recently dead creature +Create Treasure Map: + area: null + casting_time: 1 hour + components: V, S, M (powdered metal and rare inks worth 100 gp) + description: + - "You can take a piece from a dead creature\u2019s body and use it to create a\ + \ map that reveals the locations of any valuables that creature knew about while\ + \ still alive. You must cut this piece off yourself and the creature cannot have\ + \ died more than 24 hours prior to the casting of this spell. You cannot cast\ + \ this spell on a creature without a physical body, and the portion you remove\ + \ must have a fairly level surface such as a piece of hide, carapace, or skin.\ + \ The map you create is accurate to the best knowledge the creature had at the\ + \ time of its death. It reveals the location of one source of treasure for every\ + \ three caster levels you possess." + duration: instantaneous + effect: null + level: bard 2, druid 3, psychic 2, ranger 2, sorcerer/wizard 2 + range: touch + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Create Undead: + area: null + casting_time: 1 hour + components: V, S, M (a clay pot filled with grave dirt and an onyx gem worth at + least 50 gp per HD of the undead to be created) + description: + - 'A much more potent spell than animate dead, this evil spell allows you to infuse + a dead body with negative energy to create more powerful sorts of undead: ghouls, + ghasts, mummies, and mohrgs. The type or types of undead you can create are based + on your caster level, as shown on the table below.' + duration: instantaneous + effect: null + level: cleric/oracle 6, shaman 6, sorcerer/wizard 6; Domain death 6, evil 6; Mystery + juju(PAP39/PZO9039) 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: necromancy [evil] + spell_resistance: 'no' + target: one corpse +Create Variant Mummy: + area: null + casting_time: 1 hour + components: V, S, M (onyx gems worth 50 gp per HD of the undead to be created) + description: + - 'This spell functions as create undead, except it creates one of the following + variant mummies: bog mummy, ice mummy, or pharaonic guardian.' + duration: instantaneous + effect: null + level: arcanist 7, cleric/oracle 7, sorcerer/wizard 7 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: necromancy [evil] + spell_resistance: 'no' + target: 1 corpse steeped in a peat bog for at least 24 hours +Create Water: + area: null + casting_time: 1 standard action + components: V, S + description: + - "This spell generates wholesome, drinkable water, just like clean rain water.\ + \ Water can be created in an area as small as will actually contain the liquid,\ + \ or in an area three times as large \u2014 possibly creating a downpour or filling\ + \ many small receptacles. This water disappears after 1 day if not consumed." + duration: instantaneous + effect: up to 2 gallons of water/level + level: cleric/oracle 0, druid 0, inquisitor 0, paladin 1, shaman 0 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: conjuration (creation) [water] + spell_resistance: 'no' + target: null +Creeping Doom: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell summons four massive swarms of biting and stinging insects. These swarms + appear adjacent to one another, but can be directed to move independently. Treat + these swarms as centipede swarms with the following adjustments. The swarms have + 60 hit points each and deal 4d6 points of damage with their swarm attack. The + save to resist their poison and distraction effects is equal to the save DC of + this spell. Creatures caught in multiple swarms only take damage and make saves + once. + duration: 1 round/level + effect: four swarms of insects + level: druid 7, shaman 7, summoner 5, unchained summoner 6; Domain [subdomain] Jungle + 7, Scalykind 7; Mystery juju(PAP39/PZO9039) 7, nature 7 + range: close (25 ft. + 5 ft./2 levels)/100 ft.; see text + saving_throw: Fortitude partial, see text + school: conjuration (summoning) + spell_resistance: 'no' + target: null +Creeping Ice: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell covers the floor, the ground, or some other calm horizontal surface + (such as a placid lake or a gentle river) with a sheet of slowly growing ice. + The initial sheet of ice cannot form in an area occupied by physical objects or + creatures. Its surface must be smooth and unbroken when created. The ice is hard, + strong, and opaque, and is 1 inch thick per caster level. The ice is strong enough + to support the weight of a typical horse, making it possible for creatures to + cross a body of water. + duration: 10 minutes/level + effect: anchored plane of ice, up to one 10-ft. square/level + level: druid 4, sorcerer/wizard 4, summoner 3, unchained summoner 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: Reflex negates (see text) + school: evocation [cold] + spell_resistance: 'yes' + target: null +Crime Wave: + area: null + casting_time: 1 standard action + components: V, S, M (a tarnished coin) + description: + - You instill overwhelming avarice in the targets and impel them toward a wild spree + of larceny. Creatures affected by a crime wave must roll percentile dice each + round to determine what action they take. + duration: 1 round/level (D) + effect: null + level: antipaladin 4, bard 5, mesmerist 5, psychic 7, sorcerer/wizard 7 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature/level, no two of which can be more than 30 ft. apart +Crime of Opportunity: + area: null + casting_time: 1 standard action + components: V, S, M (a slit purse) + description: + - You awaken a sudden criminal impulse in the target, compelling it to commit a + criminal act as if affected by the crime wave spell. + duration: 1 round + effect: null + level: antipaladin 1, mesmerist 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Crimson Breath: + area: null + casting_time: 1 standard action + components: S + description: + - When you cast this spell, your salivary glands transform and instantly fill with + potent venom. + duration: instantaneous + effect: null + level: alchemist 4, cleric 4, druid 4, sorcerer/wizard 4, witch 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fort negates + school: transmutation + spell_resistance: 'no' + target: one creature +Crimson Confession: + area: null + casting_time: 10 minutes + components: V, S + description: + - "You ward an object or an area with your personal rune or mark. You can choose\ + \ for the writing to be visible or invisible, and it doesn\u2019t harm the material\ + \ upon which it is placed. A detect magic spell causes an invisible mark to glow\ + \ and be visible. If any creature other than you touches the warded object or\ + \ area and fails a Fortitude save, its skin turns bright red for 1 hour per level.\ + \ This coloring cannot be washed away, but it can be dispelled." + duration: permanent and 1 hour/level (see text) + effect: null + level: psychic 2, sorcerer/wizard 2, witch 2 + range: touch + saving_throw: Fort negates + school: abjuration + spell_resistance: 'yes' + target: or Area object touched or up to 1 sq. ft. +Crown of Glory: + area: 120-ft.-radius emanation centered on you + casting_time: 1 full round + components: V, S, M (opal worth at least 200 gp), DF + description: + - "You gain a +4 enhancement bonus to Charisma. All creatures with fewer than 8\ + \ HD are compelled to stop and pay attention to you. Any such creature that wants\ + \ to take hostile action against you must make a Will save to do so. Any creature\ + \ that fails this saving throw the first time it attempts a hostile action is\ + \ enthralled for the duration of the spell (as the enthrall spell), as long as\ + \ it is in the spell\u2019s area. It does not try to leave the area on its own.\ + \ Creatures with 8 HD or more are not affected." + duration: 1 minute/level + effect: null + level: glory 8 + range: personal + saving_throw: Will negates + school: evocation + spell_resistance: 'yes' + target: null +Cruel Jaunt: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a dilated human eyeball) + description: + - You gain the ability to detect fear, as per sense fear, but you sense creatures + within medium range. + duration: 1 round/level (D) + effect: null + level: antipaladin 4, cleric 6, inquisitor 6, magus 6, psychic 6, shaman 6, sorcerer/wizard + 6, witch 6 + range: medium (100 feet + 10 ft./level) + saving_throw: none + school: conjuration (teleportation) [evil, fear, mind-affecting] + spell_resistance: 'no' + target: you +"Crusader\u2019s Edge": + area: null + casting_time: 1 standard action + components: V, S, M (dried blood from an evil outsider , sprinkled on the weapon) + description: + - "When you cast this spell on a melee weapon you imbue it with a powerful holy\ + \ energy, granting the weapon the bane weapon quality against evil outsiders.\ + \ Furthermore, whenever you score a successful critical hit against an outsider\ + \ with the evil subtype, you not only deal normal critical damage with the weapon\ + \ but also nauseate the outsider for 1d3 rounds\u2014the outsider can reduce this\ + \ nauseated condition to sickened for 1 round with a successful Fortitude save." + duration: 1 minute/level + effect: null + level: cleric 4, inquisitor 4, paladin 4 + range: touch + saving_throw: Fort negates + school: transmutation [good] + spell_resistance: 'no' + target: melee weapon touched +Crushing Despair: + area: cone-shaped burst + casting_time: 1 standard action + components: V, S, M + description: + - ' An invisible cone of despair causes great sadness in the subjects. Each affected + creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill + checks, and weapon damage rolls.' + duration: 1 min./level + effect: null + level: bard 3, bloodrager 4, sorcerer/wizard 4, witch 4; Subdomain isolation 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; Domain strength 9 + range: Medium (100 ft. + 10 ft./level) + saving_throw: none + school: evocation [force] + spell_resistance: 'yes' + target: "10\u2032 Hand" +Cultural Adaptation: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a document written in the language of the culture to be + emulated) + description: + - "When casting this spell, you must concentrate on a culture or subculture to which\ + \ you wish to adapt. If you speak the native language of the culture in question,\ + \ then for the duration of this spell, you speak the language with a native accent.\ + \ The spell doesn\u2019t teach you the language in question, but can be combined\ + \ with tongues or a similar spell. Your body language and gestures mark you as\ + \ a native of the culture, and you unconsciously make small decisions that help\ + \ you blend in. Combined, these grant you a +2 circumstance bonus on Diplomacy\ + \ checks to influence members of the culture to which you have adapted, which\ + \ doesn\u2019t stack with other circumstance bonuses you might possess by virtue\ + \ of being a member of the chosen culture. You also gain a +2 circumstance bonus\ + \ on Disguise checks to pass yourself off as if you were a member of the culture,\ + \ if you are not." + duration: 10 minutes/level + effect: null + level: bard 1, cleric 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Cup of Dust: + area: null + casting_time: 1 standard action + components: V, S, M (a pinch of dust) + description: + - You curse the target with a thirst no drink can quench. On a failed saving throw, + the target begins to dehydrate (see starvation and thirst). The effects of this + spell cannot inflict more nonlethal damage than the target has hit points. No + amount of drinking can counter this effect, although the target still experiences + the other normal effects of any liquid imbibed (such as poisons or potions). Cup + of dust can be removed with a break enchantment, limited wish, miracle, remove + curse, or wish spell, but effects suffered as a result of dehydration must be + healed by normal means. + duration: 1 day/level (D) + effect: null + level: druid 3, mesmerist 3, occultist 3, psychic 3, witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude negates + school: transmutation [curse] + spell_resistance: 'yes' + target: null +Curative Distillation: + area: null + casting_time: 1 standard action + components: V, S, M ( healing herb, alchemical remady, or potion of a healing spell + worth at least 50 gp) + description: + - "You concentrate the healing potential of the material component so that it\u2019\ + s exceptionally potent and restorative. This spell restores a number of hit points\ + \ equal to 1d8 + 1 point per caster level (maximum +10) to the target, and also\ + \ grants the target the benefits of the material component. Roll the hit points\ + \ restored separately when determining how many total hit points this spell and\ + \ the material component restore." + duration: instantaneous + effect: null + level: alchemist 2, cleric/oracle 3, investigator 2, warpriest 3 + range: touch + saving_throw: Will half (harmless) + school: conjuration (healing) + spell_resistance: yes (harmless) + target: one living creature touched +Cure Critical Wounds: + area: null + casting_time: null + components: null + description: + - This spell functions like cure light wounds, except that it cures 4d8 points of + damage + 1 point per caster level (maximum +20). + duration: null + effect: null + level: alchemist 4, bard 4, cleric/oracle 4, druid 5, inquisitor 4, shaman 4, witch + 5; Domain healing 4 + 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; Domain healing 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; Domain healing 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; Domain healing 3 + range: null + saving_throw: null + school: conjuration (healing) + spell_resistance: null + target: null +Curse Terrain: + area: 1-mile radius emanating from the touched point + casting_time: 10 minutes + components: V, S, M (the heart of a creature that dwelled in the area and powdered + onyx worth 700 gp) + description: + - By touching the ground, you curse the land with four unnatural hazards. This functions + as lesser curse terrain, but with the effects of the major perilous demesne curse. + duration: 1 day (D) + effect: null + level: cleric 4, druid 4, shaman 4, sorcerer/wizard 4, witch 4 + range: touch + saving_throw: none + school: necromancy [curse, evil] + spell_resistance: 'no' + target: null +Curse Water: + area: null + casting_time: 1 minute + components: V, S, M (5 lbs. of powdered silver worth 25 gp) + description: + - This spell imbues a flask (1 pint) of water with negative energy, turning it into + unholy water. Unholy water damages good outsiders the way holy water damages undead + and evil outsiders. + duration: instantaneous + effect: null + level: antipaladin 1, cleric/oracle 1, inquisitor 1 + range: touch + saving_throw: Will negates (object) + school: necromancy [evil] + spell_resistance: yes (object) + target: flask of water touched +Curse of Befouled Fortune: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You curse the target, making it incredibly unlucky. While affected by curse of\ + \ befouled fortune, the target can\u2019t receive luck bonuses or benefit from\ + \ effects that grant it the ability to roll multiple times and take the higher\ + \ result (like the swashbuckler\u2019s charmed life ability). The target also\ + \ can\u2019t choose a die result, such as taking 10 or 20 in lieu of rolling (as\ + \ per the bard\u2019s lore master ability). Finally, the first time each turn\ + \ the target would succeed at an attack, saving throw, or skill check, it must\ + \ roll twice and use the worse of the two results." + duration: permanent + effect: null + level: antipaladin 3, bloodrager 4, cleric 3, shaman 3, sorcerer/wizard 4, spiritualist + 3, witch 3 + range: touch + saving_throw: Will negates + school: necromancy [curse] + spell_resistance: 'yes' + target: creature touched +Curse of Burning Sleep: + area: null + casting_time: 1 standard action + components: V, S, M (a feather and a drop of oil) + description: + - You place a curse upon the target that triggers 1 hour after the next time it + falls asleep. When the curse is triggered, the creature bursts into flame, taking + 1d6 points of fire damage per 2 caster levels (maximum 8d6). Furthermore, it catches + on fire, taking 2d6 points of fire damage per round at the end of its turn each + round until the creature dies or is quenched as normal. If the target is still + asleep, the fire damage from this spell wakes it. + duration: null + effect: null + level: shaman 4, sorcerer/wizard 4, witch 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (see text) + school: transmutation [curse, fire] + spell_resistance: 'yes' + target: one creature duration permanent until triggered (see text) +Curse of Disgust: + area: null + casting_time: 1 standard action + components: V, S + description: + - You place a curse upon a creature, causing it to avoid the sight of a specific + trigger, which is a kind of creature, object, or condition designated by you. + When the target is within 30 feet of a trigger and is aware of the trigger, it + gains the sickened condition and feels an urge to leave. A successful Will save + negates the urge to leave, but the sickened condition persists as long as the + target is within 30 feet of a trigger and aware of it. Example triggers include + beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, + corpses, and sewage. + duration: permanent + effect: null + level: bard 3, sorcerer/wizard 5, witch 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [curse, emotion, mind-affecting] + spell_resistance: 'yes' + target: one creature +Curse of Dragonflies: + area: null + casting_time: 1 standard action + components: V, S, M (a paper insect) + description: + - "You invest a target with cursed elemental energy, making the open skies anathema\ + \ to it. If the affected creature ever tries to fly more than 5 feet above the\ + \ ground, paper insects erupt from the air around the creature to interfere with\ + \ its movement. The affected creature\u2019s flight maneuverability decreases\ + \ by one step for every 3 caster levels you have. A creature whose maneuverability\ + \ would be brought below clumsy must land at the end of its turn each round or\ + \ fall." + duration: permanent (D) + effect: null + level: druid 3, magus 3, shaman 4, sorcerer/wizard 4, summoner 4, witch 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: conjuration [air, curse] + spell_resistance: 'yes' + target: one creature +Curse of Fell Seasons: + area: 2-mile radius emanating from the touched point + casting_time: 10 minutes + components: V, S, F ( darkwood carving of a tree worth 15,000 gp) + description: + - By touching the ground, you drastically change the weather in the area, as the + unseasonable weather curse. The focus merges into the cursed area as part of the + spell and can only be retrieved if the curse is lifted. + duration: permanent (D) + effect: null + level: druid 9, shaman 9, sorcerer/wizard 9, witch 9 + range: touch + saving_throw: none + school: transmutation [curse, darkness] + spell_resistance: 'no' + target: null +Curse of Keeping: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "You curse the target with the inability to sell, barter, or give away any item\ + \ it owns, other than ordinary currency, for as long as the spell remains in effect.\ + \ The target cannot sell, trade, drop, or give away possessions. The target can\ + \ purchase items using ordinary currency but can\u2019t then sell the purchased\ + \ items. The target can accept gifts from others but can\u2019t offer anything\ + \ in exchange. A curse of keeping can be ended by break enchantment, limited wish,\ + \ remove curse, miracle, or wish. Dispel magic does not affect a curse of keeping." + duration: 1 day/level + effect: null + level: antipaladin 2, mesmerist 2, shaman 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [curse] + spell_resistance: 'yes' + target: one creature +Curse of Magic Negation: + area: null + casting_time: 1 round + components: V, S, M (powdered lead and platinum worth 250 gp) + description: + - "You disrupt the target creature\u2019s ability to draw upon magical energies.\ + \ For the duration of the spell, it gains the negated spellblight. Dispel checks\ + \ to remove the spellblight take a \u20135 penalty due to this spell\u2019s interference\ + \ with magical energies." + duration: 10 minute/level + effect: null + level: cleric/oracle 5, inquisitor 4, sorcerer/ wizard 4, witch 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: abjuration [curse] + spell_resistance: null + target: one creature +Curse of Night: + area: 1-mile radius emanating from the touched point + casting_time: 10 minutes + components: V, S, F (jet gemstones worth a total of 10,000 gp) + description: + - By touching the ground, you curse an area to remain in bleak darkness, as the + endless night curse. The focus merges into the cursed area as part of the spell + and can only be retrieved if the curse is lifted. + duration: permanent (D) + effect: null + level: cleric 8, druid 8, sorcerer/wizard 8, witch 8 + range: touch + saving_throw: none (see curse text) + school: evocation [curse, darkness] + spell_resistance: 'no' + target: null +Curse of the Outcast: + area: null + casting_time: 1 standard action + components: V, S, M (a handful of earthworms) + description: + - Everything about the target seems off-putting and grating, and everyone he meets + is compelled to see the worst in him. + duration: permanent + effect: null + level: bard 4, cleric 6, inquisitor 4, mesmerist 4, shaman 6, witch 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [curse, emotion, mind-affecting] + spell_resistance: 'yes' + target: one creature +Curse, Major: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell functions as bestow curse, except the DC to remove the curse is equal + to the save DC +5. + duration: permanent + effect: null + level: cleric/oracle 5, shaman 5, sorcerer/wizard 6, witch 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: necromancy [curse] + spell_resistance: null + target: one creature +Cursed Earth: + area: 1-mile radius emanating from the touched point + casting_time: 10 minutes + components: V, S, M (powdered onyx 10,000 gp), DF + description: + - You lay a terrible curse upon the land, blighting those who live and die there. + Choose one of the following effects. + duration: permanent + effect: null + level: cleric/oracle 9, sorcerer/wizard 9, witch 9 + range: touch + saving_throw: none (see text) + school: necromancy [curse, evil; see text] + spell_resistance: null + target: null +Cursed Treasure: + area: null + casting_time: 1 minute + components: V, S, M (a platinum piece) + description: + - You touch a piece of treasure or container filled with treasure and place a terrible + curse upon it, choosing from any option available with bestow curse. The next + creature to take the treasure or remove items from the container is affected by + the curse, unless it succeeds at a Will save (spell resistance applies). If you + are the next creature to take the treasure or get objects from the container, + though, the spell discharges harmlessly instead. + duration: permanent until discharged, then permanent (see text) + effect: null + level: antipaladin 3, arcanist 4, bloodrager 4, cleric/oracle 3, shaman 3, sorcerer/wizard + 4, spiritualist 3, warpriest 3, witch 3 + range: touch + saving_throw: Fort negates (object), then Will negates (see text) + school: necromancy [curse] + spell_resistance: yes (object), then yes (see text) + target: unattended object touched +Cushioning Bands: + area: null + casting_time: 1 standard action + components: V, S, + description: + - Invisible bands of force encircle vital areas of the target. The bands resist + crushing forces and impacts without interfering with movement. The target gains + DR 2/piercing or slashing and takes half damage from constriction, falling, and + being buried, as well as from similar crushing effects such as crushing hand. + Grapple checks for attacks other than constricting (such as pinning or swallowing + whole) are not affected. Once the spell has blocked 12 points of damage per caster + level (to a maximum of 120 points at 10th level), it is discharged. The bands + have no effect on incorporeal attacks unless they deal damage from constriction + or crushing, or unless the attacks would be subject to damage reduction. + duration: 1 hour/level or until discharged (D) + effect: null + level: psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2 + range: touch + saving_throw: Will negates (harmless) + school: conjuration (creation) [force] + spell_resistance: null + target: creature touched +Cyclic Reincarnation: + area: null + casting_time: null + components: V, S, M (oils worth 5,000 gp), DF + description: + - "This spell allows a dead creature that died no more than 1 year before the casting\ + \ of the spell to return to life in a body that closely resembles its original\ + \ body; it functions as reincarnate except as noted. Cyclic reincarnation returns\ + \ the dead creature to life in a new body of the same race that the target belonged\ + \ to in life, and the new body appears physically similar to the creature\u2019\ + s previous one, to the extent that the creature could be easily mistaken for its\ + \ own offspring or kin. If the affected creature isn\u2019t a humanoid, there\ + \ is a 75% chance that the creature returns to life as a youth of its race, gaining\ + \ the young creature simple template instead (or becomes a juvenile, in the case\ + \ of dragons and other creatures whose power is determined by their age category)." + duration: null + effect: null + level: druid 6 Components V, S, M (oils worth 5,000 gp), DF + range: null + saving_throw: null + school: transmutation + spell_resistance: null + target: null +Daemon Ward: + area: null + casting_time: null + components: V, S, M (50 gp worth of powdered silver) + description: + - This spell functions like death ward, except as noted above and it only protects + against these attacks from daemons. + duration: null + effect: null + level: cleric 4, druid 5, paladin 4, sorcerer/wizard 4, witch 4 + range: null + saving_throw: null + school: necromancy + spell_resistance: null + target: null +Damnation: + area: 30-ft.-radius burst centered on you + casting_time: 1 standard action + components: V, S, M/DF (a drop of holy water ) 30-ft.-radius burst centered on you + instantaneous Will half yes + description: + - "You pass judgment on your enemies\u2019 intentions and punish them with holy\ + \ power. Each creature in the spell\u2019s area takes 1d8 points of damage per\ + \ spell level, determined by the most powerful effect with the evil descriptor\ + \ either affecting that creature or in its spell repertoire. A caster who prepares\ + \ spells takes this damage based on the highest-level evil spell he prepared that\ + \ day, even if he already cast that spell." + duration: instantaneous + effect: null + level: cleric 3, inquisitor 3, paladin 3 + range: null + saving_throw: Will half + school: evocation [good] + spell_resistance: 'yes' + target: null +Damnation Stride: + area: null + casting_time: 1 standard action + components: V + description: + - This spell functions like dimension door, except you leave behind a burst of fire. + Choose one corner of your starting square. A 10-foot-radius burst of flame explodes + from that corner the moment you leave, dealing 4d6 points of fire damage. + duration: instantaneous + effect: null + level: sorcerer/wizard 5, summoner 4, witch 5 + range: null + saving_throw: Reflex half, see text + school: conjuration (teleportation) [fire] + spell_resistance: 'no' + target: you ( teleportation ) and creatures within a 10-foot-radius burst (burst + of flame) (see text) +Damnation of Memory: + area: null + casting_time: 1 hour + components: V, S, F (a massive, flawless gemstone worth 5,000 gp) + description: + - "You name one creature and excise all memory of that creature\u2019s involvement\ + \ in events the targets remember. The targets either forget who exactly performed\ + \ the named creature\u2019s deeds or assume some other individual performed them." + duration: permanent + effect: null + level: bard 6, mesmerist 6, psychic 9 + range: long (400 ft. + 40 ft./level) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: null +Damp Powder: + area: null + casting_time: 1 standard action + components: V, S, M/DF (a damp piece of cotton) + description: + - "This spell causes ammunition already loaded into the target firearm is ruined\ + \ with moisture. Any attempt to fire that ammunition fails, with no chance for\ + \ misfire, and the user must then take a full-round action to clear the weapon\ + \ before reloading and firing it. If aware of this spell\u2019s effect prior to\ + \ firing the altered ammunition (a DC 16 Spellcraft check to identify the spell\ + \ being cast or similar effect), the firearm\u2019s user can spend a standard\ + \ action to clear the altered ammunition from the firearm. Doing so destroys that\ + \ ammunition." + duration: instantaneous + effect: null + level: druid 1, sorcerer/wizard 1, witch 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (object) + school: transmutation + spell_resistance: yes (object) + target: 1 loaded firearm +Dance of a Hundred Cuts: + area: null + casting_time: 1 standard action + components: V + description: + - You become a lethal combat dancer, swirling and spinning with grace and precision. + duration: 1 round/level + effect: null + level: bard 4 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Dance of a Thousand Cuts: + area: null + casting_time: null + components: null + description: + - This spell functions as dance of a hundred cuts, except you also gain the benefits + of haste. + duration: null + effect: null + level: bard 6 + range: null + saving_throw: null + school: transmutation + spell_resistance: null + target: null +Dancing Darkness: + area: null + casting_time: 1 standard action + components: V, S + description: + - 'You create either up to four spheres of darkness that each reduce the illumination + level by one step within a 20-foot-radius, or one dimly lit, vaguely humanoid + shape. Each sphere must stay within a 10-foot-radius area of one another but can + otherwise move as you desire (no concentration required): forward or back, up + or down, straight or turning corners, or the like.' + duration: 1 minute/level (D) + effect: Up to four spheres, all within a 10-ft.-radius area + level: antipaladin 1, bard 1, magus 1, shaman 1, psychic 1, sorcerer/wizard 1, spiritualist + 1, witch 1 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: evocation [darkness, shadow] + spell_resistance: 'no' + target: null +Dancing Lantern: + area: null + casting_time: 1 standard action + components: V, S, F (a lantern) + description: + - You can animate a lantern and order it to follow you. The lantern floats at shoulder + height and remains within 5 feet of you, no matter how fast you move. The lantern + cannot support any additional weight. The lantern illuminates its normal area, + even if it does not have any oil in it. For the purposes of spells or effects + targeting it the lantern always acts as if in your possession even when not directly + on your person. A dancing lantern can be made permanent with a permanency spell + (CL 9th, 2,500 gp). + duration: 1 hour/level (D) + effect: animates one lantern + level: bard 1, cleric/oracle 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1; + Elemental School fire 1 + range: touch + saving_throw: none + school: transmutation [fire, light] + spell_resistance: 'no' + target: null +Dancing Lights: + area: null + casting_time: 1 standard action + components: V, S + description: + - "Depending on the version selected, you create up to four lights that resemble\ + \ lanterns or torches (and cast that amount of light), or up to four glowing spheres\ + \ of light (which look like will-o\u2019-wisps), or one faintly glowing, vaguely\ + \ humanoid shape. The dancing lights must stay within a 10-foot-radius area in\ + \ relation to each other but otherwise move as you desire (no concentration required):\ + \ forward or back, up or down, straight or turning corners, or the like. The lights\ + \ can move up to 100 feet per round. A light winks out if the distance between\ + \ you and it exceeds the spell\u2019s range." + duration: 1 minute (D) + effect: Up to four lights, all within a 10-ft.-radius area + level: bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: evocation [light] + spell_resistance: 'no' + target: null +Dark Whispers: + area: null + casting_time: 1 standard action + components: V, S, F/DF (a scrap of black cloth) + description: + - "You communicate through the shadows of one or more targets within range. The\ + \ shadows have no physical presence and don\u2019t move or animate. Instead, your\ + \ words emerge from the shadow as a clear whisper, absent any accent or other\ + \ identifying features. The targets can make conversation with the shadow, but\ + \ must speak aloud to do so. The targets\u2019 voices emerge from your own shadow\ + \ only when they intend to speak to the shadow, but you hear no other sounds from\ + \ the target\u2019s immediate area. Their responses also emerge as clear whispers,\ + \ absent identifying features, but you can instinctively identify which target\ + \ is speaking to you through the shadow." + duration: 10 minutes/level (D) + effect: null + level: antipaladin 1, bard 2, cleric 2, sorcerer/wizard 2, summoner 2, witch 2 + range: long (400 ft. plus 40 ft./level) + saving_throw: none + school: illusion (shadow) [language-dependent, shadow] + spell_resistance: 'yes' + target: null +Dark-Light: + area: 20-ft.-radius burst + casting_time: 1 standard action + components: V, S, M/DF (a pinch of earth) + description: + - You evoke a powerful light that affects all sighted creatures that do not posses + light sensitivity. Those that succeed on their saves are dazzled for 1 round per + level; those who fail are blinded for the same duration. + duration: instantaneous + effect: null + level: cleric 3, druid 3, sorcerer/wizard 3 + range: medium (100 ft. + 10 ft./level) + saving_throw: Fortitude partial + school: evocation [light] + spell_resistance: 'yes' + target: living creatures without light sensitivity +Darkness: + area: null + casting_time: 1 standard action + components: V, M/DF (bat fur and a piece of coal) + description: + - 'This spell causes an object to radiate darkness out to a 20-foot radius. This + darkness causes the illumination level in the area to drop one step, from bright + light to normal light, from normal light to dim light, or from dim light to darkness. + This spell has no effect in an area that is already dark. Creatures with light + vulnerability or sensitivity take no penalties in normal light. All creatures + gain concealment (20% miss chance) in dim light. All creatures gain total concealment + (50% miss chance) in darkness. Creatures with darkvision can see in an area of + dim light or darkness without penalty. Nonmagical sources of light, such as torches + and lanterns, do not increase the light level in an area of darkness. Magical + light sources only increase the light level in an area if they are of a higher + spell level than darkness. ' + duration: 1 min./level (D) + effect: null + level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, shaman 2, + sorcerer/wizard 2 + range: touch + saving_throw: none + school: evocation [darkness] + spell_resistance: 'no' + target: object touched +Darkvault: + area: null + casting_time: 1 standard action + components: V, S, M (a stone that has never seen sunlight) + description: + - "You ward an area\u2019s shadows such that light cannot penetrate them." + duration: 24 hours + effect: null + level: alchemist 3, cleric 5, druid 5, psychic 5, shaman 5, sorcerer/wizard 5, witch + 5 + range: close (25 ft. + 5 ft./2 levels) Area 30-ft.-radius emanation + saving_throw: none + school: abjuration + spell_resistance: 'no' + target: null +Darkvision: + area: null + casting_time: 1 standard action + components: V, S, M (either a pinch of dried carrot or an agate) + description: + - The subject gains the ability to see 60 feet even in total darkness. Darkvision + is black and white only but otherwise like normal sight. + duration: 1 hour/level + effect: null + level: "alchemist 2, antipaladin 2, psychic 2, ranger 3, sorcerer/wizard 2;\_Bloodline\ + \ deep earth 2" + range: touch + saving_throw: Will negates (harmless) + school: transmutation + spell_resistance: yes (harmless) + target: creature touched +Darting Duplicate: + area: null + casting_time: 1 swift action + components: V, S + description: + - An illusory duplicate of you steps clumsily into an adjacent square, presenting + a tempting target before winking out of existence. + duration: instantaneous + effect: visual figment of the caster + level: antipaladin 1, bard 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1 + range: 5 ft. + saving_throw: Will negates + school: illusion (figment) + spell_resistance: 'yes' + target: null +Daybreak Arrow: + area: null + casting_time: 1 standard action + components: V, S + description: + - You cause ammunition, including shuriken, to exude radiant energy. Creatures that + take penalties in bright light take these penalties for 1 round after being struck + by such ammunition. Undead and creatures harmed by sunlight take an additional + 1d6 points of damage from such projectiles. This extra damage and half of any + other damage you deal with an affected projectile results directly from radiant + energy and is not subject to damage resistance. Such a projectile sheds light + as if it were a sunrod for 1 round after it is fired or thrown. + duration: 10 minutes/level + effect: null + level: cleric 3, inquisitor 3, paladin 3 + range: touch + saving_throw: Fort negates (harmless, object) + school: evocation [light] + spell_resistance: yes (harmless, object) + target: up to 50 pieces of ammunition, all of which must be together at the time + of casting +Daylight: + area: null + casting_time: 1 standard action + components: V, S + description: + - You touch an object when you cast this spell, causing the object to shed bright + light in a 60-foot radius. This illumination increases the light level for an + additional 60 feet by one step (darkness becomes dim light, dim light becomes + normal light, and normal light becomes bright light). Creatures that take penalties + in bright light take them while within the 60-foot radius of this magical light. + Despite its name, this spell is not the equivalent of daylight for the purposes + of creatures that are damaged or destroyed by such light. + duration: 10 min./level (D) + effect: null + level: bard 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, paladin 3, shaman + 3, sorcerer/wizard 3; Subdomain day 3, light 3; Mystery heavens 3, solar 3 + range: touch + saving_throw: none + school: evocation [light] + spell_resistance: 'no' + target: object touched +Daywalker: + area: null + casting_time: 1 standard action + components: V, S, M (a black glass vial containing unholy water ) + description: + - "You reshape the substance of a willing undead creature to resemble a living,\ + \ breathing creature of the same size. This is a physical change to the undead\ + \ creature\u2019s bone, flesh, or incorporeal ectoplasm, adding new flesh or bone\ + \ and even hair, teeth, and blood, all of which demonstrate false signs of life\ + \ that mimic a living creature\u2019s breathing and other physiological processes.\ + \ An incorporeal undead creature using daywalker ceases to be incorporeal for\ + \ the duration of the spell, gaining a physical corpse body. Creatures interacting\ + \ with the undead can attempt a Perception check (DC = 30 or DC = 21 + the undead\u2019\ + s Disguise modifier, whichever is higher) to realize that the signs of life are\ + \ false, and a close examination with a Heal check always reveals the truth of\ + \ the dead flesh." + duration: 24 hours (D) + effect: null + level: antipaladin 4, cleric 5, sorcerer/wizard 5, witch 5 + range: touch + saving_throw: none + school: necromancy + spell_resistance: yes (harmless) + target: undead creature touched +Daze: + area: null + casting_time: 1 standard action + components: V, S, M (a pinch of wool or similar substance) + description: + - This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so + that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed + subject is not stunned, so attackers get no special advantage against it. After + a creature has been dazed by this spell, it is immune to the effects of this spell + for 1 minute. + duration: 1 round + effect: null + level: bard 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained + summoner 0, witch 0 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one humanoid creature of 4 HD or less +Daze Monster: + area: null + casting_time: null + components: null + description: + - This spell functions like daze, but it can affect any one living creature of any + type. Creatures of 7 or more HD are not affected. + duration: null + effect: null + level: bard 2, bloodrager 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner + 1, witch 2; Mystery godclaw 2 + range: medium (100 ft. + 10 ft./level) + saving_throw: null + school: enchantment (compulsion) [mind-affecting] + spell_resistance: null + target: one living creature of 6 HD or less +Dazzling Blade: + area: null + casting_time: '1 swift action ' + components: V, S + description: + - Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure + silver and heavily polished. In combat, the flashing movements of a dazzling blade + become almost hypnotic. The wielder of a weapon under the effects of dazzling + blade gains a +1 competence bonus on all Bluff checks made to feint in combat. + The wielder also gains a +1 competence bonus on all CMB checks made to disarm + a foe, and a +1 competence bonus to his CMD against disarm attempts made against + the weapon bearing the dazzling blade effect. This bonus increases by +1 for every + 3 caster levels, to a maximum bonus of +5 at 12th level. + duration: 1 minute/level + effect: null + level: bard 1, sorcerer/wizard 1 + range: Touch + saving_throw: Will negates (see text) + school: illusion (pattern) + spell_resistance: yes (harmless, object) + target: one metal weapon +"Deadeye\u2019s Arrow": + area: null + casting_time: 1 standard action + components: V, S, M (one arrow) + description: + - You create an arrow made of crackling electricity, which you may use for one of + two effects. + duration: instantaneous or 1 round (see text) + effect: null + level: cleric/oracle 2, druid 1, inquisitor 1, paladin 1, ranger 1, magus 1; Domain + healing 1 + range: medium (100 ft. + 10ft./level) + saving_throw: none + school: evocation (electricity) + spell_resistance: 'yes' + target: null +"Deadeye\u2019s Lore": + area: null + casting_time: 1 round + components: V, S + description: + - While subject to this spell, you take upon yourself the mantle of the hunter, + channeling the insights of the spirits of the wild. + duration: 1 hour/level + effect: null + level: bard 1, cleric 1, druid 1, inquisitor 1, ranger 1 + range: personal + saving_throw: null + school: divination + spell_resistance: null + target: you +Deadly Finale: + area: null + casting_time: 1 standard action + components: V, S + description: + - You must have a bardic performance in effect to cast this spell. + duration: instantaneous + effect: null + level: bard 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude partial + school: evocation [sonic] + spell_resistance: 'yes' + target: null +Deadly Juggernaut: + area: null + casting_time: 1 standard action + components: V, S + description: + - "With every enemy life you take, you become increasingly dangerous and difficult\ + \ to stop. During the duration of the spell, you gain a cumulative +1 luck bonus\ + \ on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based\ + \ skill checks as well as DR 2/\u2014 each time you reduce a qualifying opponent\ + \ to 0 or few hit points (maximum +5 bonus and DR 10/\u2014) with a melee attack.\ + \ A qualifying opponent has a number of Hit Dice equal to or greater than your\ + \ Hit Dice \u20134." + duration: 1 minute/level + effect: null + level: antipaladin 3, cleric 3, inquisitor 3, paladin 3 + range: personal + saving_throw: null + school: necromancy [death] + spell_resistance: null + target: you +"Deadman\u2019s Contingency": + area: null + casting_time: 10 minutes or more; see text + components: "V, S, M (a scorpion\u2019s tail), F (ivory statuette of you worth 1,500\ + \ gp)" + description: + - "This spell functions as contingency, except as noted above. This spell also only\ + \ comes into effect after your death and works only with certain spells. The companion\ + \ spell triggers 1d6 rounds after your death. All decisions made involving the\ + \ companion spell must be made when deadman\u2019s contingency is cast (including\ + \ messages and recipients for spells like magic mouth or sending)." + duration: up to 1 hour/level plus 1d6 rounds (D); see text + effect: null + level: bard 4, cleric 4, psychic 4, sorcerer/wizard 4, witch 4 + range: personal + saving_throw: null + school: evocation + spell_resistance: null + target: you +Deafening Song Bolt: + area: null + casting_time: 1 standard action + components: V, S + description: + - Three notes you sing or perform become tangible bolts of arcane energy that shriek + across the battlefield. Each bolt requires a ranged touch attack to hit and deals + 3d10 points of sonic damage, deafening the target for 1d6 rounds. The bolts may + be fired at the same or different targets, but all must be fired simultaneously. + duration: instantaneous + effect: null + level: bard 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: evocation [sonic] + spell_resistance: 'no' + target: null +Death Candle: + area: null + casting_time: 1 round + components: V, S + description: + - "This spell functions like death knell, except instead of using the slain target\u2019\ + s life energy to enhance yourself, you use it to summon a Small fire elemental\ + \ resembling a burning, howling version of the slain creature. The elemental acts\ + \ immediately on your turn and otherwise behaves as if you had summoned it with\ + \ summon monster II. The elemental remains for a number of rounds equal to the\ + \ Hit Dice of the slain creature." + duration: instantaneous/1 round per HD of subject; see text + effect: null + level: antipaladin 1, cleric 2, inquisitor 2, witch 2 + range: touch + saving_throw: Fort negates + school: necromancy [death, evil, fire] + spell_resistance: 'yes' + target: living creature touched +Death Clutch: + area: null + casting_time: 1 standard action + components: V, S + description: + - "Chanting an unholy litany, you reach out with a grasping motion toward your target\ + \ and cause its heart to leap out of its chest and into your hand. A target with\ + \ 200 or fewer hit points remaining that fails its saving throw is instantly reduced\ + \ to a number of negative hit points equal to your caster level or its Constitution\ + \ score \u2013 1, whichever is less negative. The creature is staggered until\ + \ the beginning of your next turn, at which point it dies. If the affected creature\ + \ receives a regenerate spell before the beginning of your next turn, the creature\ + \ gains the normal benefits of that spell and, thanks to its heart\u2019s regeneration,\ + \ it doesn\u2019t immediately die when your next turn begins. If a creature that\ + \ dies from death clutch is brought back from the dead by a breath of life or\ + \ raise dead spell, it must also be targeted with regenerate on the following\ + \ round to restore its missing heart or be unable to return to life." + duration: instantaneous + effect: null + level: cleric 8, druid 9, psychic 8, sorcerer/wizard 8, witch 8 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude partial (see text) + school: necromancy [death, evil] + spell_resistance: 'yes' + target: one living creature +Death Knell: + area: null + casting_time: 1 standard action + components: V, S + description: + - You draw forth the ebbing life force of a creature and use it to fuel your own + power. Upon casting this spell, you touch a living creature that has -1 or fewer + hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary + hit points and a +2 enhancement bonus to Strength. Additionally, your effective + caster level goes up by +1, improving spell effects dependent on caster level. + This increase in effective caster level does not grant you access to more spells. + These effects last for 10 minutes per HD of the subject creature. + duration: instantaneous/10 minutes per HD of subject; see text + effect: null + level: antipaladin 1, cleric/oracle 2, inquisitor 2, witch 2; Domain death 2 + range: touch + saving_throw: Will negates + school: necromancy [death, evil] + spell_resistance: 'yes' + target: living creature touched +Death Knell Aura: + area: 20-ft.-radius emanation, centered on you + casting_time: 1 standard action + components: V, S + description: + - "You gain a shimmering gray aura that feeds on the souls of creatures who die\ + \ within it. The aura sheds light as a candle. If a creature at \u20131 or fewer\ + \ hit points is within the aura at the start of its turn, it must save or die,\ + \ granting you the benefits of death knell." + duration: 1 round/level (D) + effect: null + level: cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4 + range: 20 ft. + saving_throw: Will negates + school: necromancy [death, evil] + spell_resistance: 'yes' + target: null +Death Pact: + area: null + casting_time: 1 minute + components: V, S, M (a contract signed in blood) + description: + - "You take control of a creature\u2019s mind and implant deadly subconscious commands.\ + \ This spell functions as dominate person, allowing you to control your subject\ + \ and see through her senses, but also implants a powerful burst of psychic energy\ + \ in the subject\u2019s mind. At any point during the spell\u2019s duration, you\ + \ can trigger this burst as an immediate action, dealing 1d8 points of damage\ + \ per caster level (Fortitude half) to the subject. If this damage is enough to\ + \ reduce to target to 0 or fewer hit points, the target dies instantly." + duration: 24 hours + effect: null + level: bard 5, mesmerist 5, psychic 6, witch 6 + range: touch + saving_throw: Will negates; see text + school: enchantment [mind-affecting] + spell_resistance: 'yes' + target: one creature +Death Ward: + area: null + casting_time: 1 standard action + components: V, S, DF touch living creature touched 1 min./level Will negates (harmless) + yes (harmless) + description: + - ' The subject gains a +4 morale bonus on saves against all death spells and magical + death effects. The subject is granted a save to negate such effects even if one + is not normally allowed. The subject is immune to energy drain and any negative + energy effects, including channeled negative energy. ' + duration: 1 min./level + effect: null + level: alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin 4, witch 4; + Domain death 4, repose 4 + range: touch + saving_throw: Will negates (harmless) + school: necromancy + spell_resistance: yes (harmless) + target: living creature touched +Death from Below: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You grant the target a dodge bonus to its Armor Class against attacks from larger\ + \ creatures. The bonus is equal to +1 for every size category the attacker is\ + \ larger than the target of the spell, to a maximum of +1 per 3 caster levels.\ + \ If the spell\u2019s target is a gnome, the maximum bonus is equal to +1 per\ + \ 2 caster levels." + duration: 1 round/level + effect: null + level: bard 3, bloodrager 2, sorcerer/wizard 2 + range: touch + saving_throw: Fort negates (harmless) + school: abjuration + spell_resistance: yes (harmless) + target: creature touched +Deathwatch: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S + description: + - "Using the powers of necromancy, you can determine the condition of creatures\ + \ near death within the spell\u2019s range. You instantly know whether each creature\ + \ within the area is dead, fragile (alive and wounded, with 3 or fewer hit points\ + \ left), fighting off death (alive with 4 or more hit points), healthy, undead,\ + \ or neither alive nor dead (such as a construct). Deathwatch sees through any\ + \ spell or ability that allows creatures to feign death." + duration: 10 min./level + effect: null + level: cleric/oracle 1; Domain repose 1; Mystery apocalypse 1 + range: 30 ft. + saving_throw: none + school: necromancy + spell_resistance: 'no' + target: null +Deathwine: + area: null + casting_time: 1 minute + components: V, S + description: + - "This spell allows you to turn a potion into a temporary pool of necromantic energy.\ + \ Only a potion created using a conjuration (healing) spell can be affected by\ + \ this spell. An affected potion turns dark red and reveals a necromantic aura\ + \ if detect magic is cast on it while it remains under this spell\u2019s effects." + duration: 1 hour/level + effect: null + level: alchemist 2, cleric 2, sorcerer/wizard 3, witch 3 + range: touch + saving_throw: none (object) + school: necromancy + spell_resistance: no (object) + target: 1 potion touched/level +Debilitating Pain: + area: null + casting_time: 1 standard action + components: V, S, M + description: + - The target is overcome with intense pain, causing it to be stunned on a failed + save or dazed for 1 round on a successful save. + duration: 1 round/3 levels + effect: null + level: psychic 3, witch 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will partial (see text) + school: enchantment (compulsion) [mind-affecting, pain] + spell_resistance: 'yes' + target: one creature +Debilitating Portent: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - 'The target is surrounded by a glowing green aura of ill fate. ' + duration: 1 round/level (D) see text + effect: null + level: cleric 4, witch 4 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Debilitating Speech: + area: null + casting_time: see below + components: V, S + description: + - "By speaking eloquently on the subject of your opponents\u2019 ineptitude in combat,\ + \ past failures, personal hygiene, or other faults, you sap their will to fight." + duration: 1 round/level + effect: null + level: sorcerer/wizard 4 + range: close (25 feet + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment [language-dependent, mind-affecting] + spell_resistance: 'yes' + target: null +Decapitate: + area: null + casting_time: 1 immediate action + components: V, S, F (a sliver from a guillotine blade) + description: + - You can cast this spell only as a response to a confirmed critical hit against + the target that would deal slashing damage. If the target fails the saving throw + and has a discernible head, the attack deals an extra 4d6 points of damage and + the critical multiplier of the critical hit increases by 1. If the critical hit + then brings the target to 0 hit points or fewer, the target is instantly decapitated + and dies unless it can survive decapitation. Even on a successful saving throw, + the critical hit deals an extra 4d6 points of damage. + duration: instantaneous + effect: null + level: inquisitor 5, magus 6, psychic 6, sorcerer/wizard 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude partial (see text) + school: evocation + spell_resistance: 'yes' + target: one creature (see text) +Deceitful Veneer: + area: null + casting_time: 1 standard action + components: V, S + description: + - "You subtly alter both the target\u2019s aura and subtle cues in its body language,\ + \ tone of voice, and word choice, which makes everything that the target says\ + \ seem to be a lie. Every statement that the target makes appears to be a lie\ + \ under both magical scrutiny (such as discern lies) and mundane scrutiny (such\ + \ as using the Sense Motive skill). Someone who closely scrutinizes the target\ + \ can determine when it is actually telling the truth with a successful Sense\ + \ Motive check (DC = 15 + your caster level)." + duration: 10 minutes/level (D) + effect: null + level: antipaladin 3, bard 4, inquisitor 4, medium 3, mesmerist 4, psychic 4, witch + 5 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: illusion (glamer) + spell_resistance: 'yes' + target: one creature +Deceptive Redundancy: + area: null + casting_time: 1 standard action + components: V, S + description: + - You create a contingent ward that defies those who would dispel your magic, convincing + them that their spell worked. + duration: 10 minutes/level or until triggered, then 1 round/level + effect: null + level: bard 5, mesmerist 5, psychic 5, sorcerer/wizard 5 + range: personal + saving_throw: none + school: illusion (glamer) + spell_resistance: 'no' + target: null +Decollate: + area: null + casting_time: 1 standard action + components: V, S, F (a red wax pencil) + description: + - "A thin red line circles the target\u2019s neck. The target\u2019s head becomes\ + \ detachable so long as she removes it willingly. While the target\u2019s head\ + \ is detached, she gains DR 2/\u2014 and immunity to decapitation effects and\ + \ other effects that require their target to have a head or a particular facial\ + \ feature. The target is blind so long as she has no head, but she gains blindsense\ + \ to a distance of 15 feet. The target hears normally even without its head." + duration: 24 hours + effect: null + level: alchemist 4, antipaladin 4, cleric 5, psychic 6, sorcerer/wizard 5, spiritualist + 4, witch 5 + range: touch + saving_throw: none + school: necromancy + spell_resistance: yes (harmless) + target: one willing humanoid or monstrous humanoid creature +Decompose Corpse: + area: null + casting_time: 1 standard action + components: V, S, M (a pinch of dried toadstool) + description: + - "Using this spell, the caster rapidly decomposes the flesh from a single corpse\ + \ of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it\ + \ is cast on a non-skeletal corporeal undead, the creature takes a \u20132 penalty\ + \ on all rolls and to its Armor Class and CMD for 1 minute." + duration: instantaneous or 1 minute; see text + effect: null + level: "cleric/oracle 1, druid 1, medium 1, occultist 1,\_psychic 1, sorcerer/wizard\ + \ 1, spiritualist 1,\_witch 1" + range: touch + saving_throw: Fortitude negates (object) + school: necromancy + spell_resistance: null + target: one corpse or corporeal undead +Decrepit Disguise: + area: null + casting_time: 1 standard action + components: V + description: + - You make an object seem like a worthless version of itself. A masterwork or magic + sword could seem to be a useless, rusting, discarded blade, and a luxurious throne + could appear to be a decrepit wooden chair. If used against an attended object, + the wielder can immediately attempt a Will save to disbelieve the effect. Decrepit + disguise counters and dispels quintessence. + duration: 1 day/level + effect: null + level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1 + range: close (25 ft. + 5 ft./level) + saving_throw: none (object) or Will disbelief (if interacted with) + school: illusion (glamer) + spell_resistance: 'no' + target: one object of no more than 10 cu. ft./level +Deep Slumber: + area: null + casting_time: null + components: null + description: + - This spell functions like sleep, except that it affects 10 HD of targets. + duration: null + effect: null + level: bard 3, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, + witch 3; Bloodline dreamspun 3, fey 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: null + school: enchantment (compulsion) [mind-affecting] + spell_resistance: null + target: null +Deeper Darkness: + area: null + casting_time: null + components: null + description: + - "This spell functions as darkness, except that objects radiate darkness in a 60-foot\ + \ radius and the light level is lowered by two steps. Bright light becomes dim\ + \ light and normal light becomes darkness. Areas of dim light and darkness become\ + \ supernaturally dark. This functions like darkness, but even creatures with darkvision\ + \ cannot see within the spell\u2019s confines." + duration: 10 min./level (D) + effect: null + level: "antipaladin 3, cleric/oracle 3, inquisitor 3, shaman 3; Domain darkness\ + \ 3;\_Bloodline div 3; Mystery shadow 3" + range: null + saving_throw: null + school: evocation [darkness] + spell_resistance: null + target: null +Defending Bone: + area: null + casting_time: 1 standard action + components: "V, S, F (a Medium creature\u2019s skull or femur), DF" + description: + - You animate a bone with necromantic energy, giving it the power to float near + your body and interpose itself against physical attacks. + duration: 1 hour/level or until discharged + effect: null + level: cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2 + range: personal + saving_throw: none + school: necromancy + spell_resistance: 'no' + target: you +Defending Sword: + area: null + casting_time: 1 standard action + components: null + description: + - "You create a sword of force that functions as mage\u2019s sword except as described\ + \ here. The sword does not receive the additional +3 enhancement bonus a mage\u2019\ + s sword receives, and deals 3d6 points of force damage. You cannot command the\ + \ sword. Until the sword is triggered, it hovers in your space without interfering\ + \ with your actions. While hovering in this way, the sword attempts to defend\ + \ you from incoming attacks, granting you a +4 shield bonus to your AC. The first\ + \ time a foe within close range damages you or forces you to attempt a saving\ + \ throw that you fail, the sword is triggered and begins attacking that target\ + \ as described in mage\u2019s sword for the duration of the spell. This ends the\ + \ shield bonus. You cannot direct the sword to defend against a new target once\ + \ it has begun to attack. If its target moves beyond the sword\u2019s range, the\ + \ sword returns to you and hovers until the target is again within range. The\ + \ sword\u2019s return does not restore the spell\u2019s shield bonus to AC." + duration: null + effect: null + level: magus 6, occultist 6, psychic 7, sorcerer/wizard 6 + range: null + saving_throw: null + school: evocation [force] + spell_resistance: null + target: null +Defensive Grace: + area: null + casting_time: 1 standard action + components: V, S, M (a living fly) + description: + - Each round you can roll an inspiration die without expending a use of inspiration + and gain the result as a dodge bonus to AC for that round. You are immune to precision + damage (including the extra damage from the precise strike deed, sneak attack, + studied combat, and studied strike). + duration: 1 round/level (D; see below) + effect: null + level: investigator 5 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: you +Defensive Shock: + area: null + casting_time: 1 standard action + components: V, S, M (a hollow metal sphere) + description: + - "Electrical energy floods your body, shocking the next creature that touches you.\ + \ Any creature striking you with its body or a handheld weapon takes 1d6 points\ + \ of electricity damage per two caster levels (maximum 6d6). If the attacker has\ + \ spell resistance, it applies against this damage. Each time the spell discharges,\ + \ the number of damage dice it deals is halved (rounded down); when the spell\u2019\ + s damage dice reach 0, the spell ends." + duration: 1 minute/level or until discharged + effect: null + level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2; Elemental School metal + 2 + range: personal + saving_throw: null + school: evocation [electricity] + spell_resistance: null + target: you +Defile Armor: + area: null + casting_time: 1 standard action + components: V, S + description: + - 'As sanctify armor, except you gain DR 5/good when using your judgment or smite + ability. ' + duration: 1 minute/level + effect: null + level: antipaladin 3, inquisitor 4 + range: touch + saving_throw: Will negates (harmless, object) + school: abjuration [evil] + spell_resistance: yes (harmless, object) + target: null +Deflect Blame: + area: null + casting_time: 1 immediate action + components: V, S + description: + - You can cast this spell immediately after attacking a creature, causing that creature + to believe that a different creature that threatens it was responsible for the + attack rather than you. + duration: instantaneous + effect: null + level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 3 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Deflection: + area: null + casting_time: 1 standard action + components: V, S, M (a piece of rubber dipped in glue) + description: + - You surround yourself in a whirling barrier of force that sends any attack that + misses you hurling back toward its source. + duration: 1 round/level + effect: null + level: sorcerer/wizard 7; Subdomain defense 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; Subdomain radiation 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: necromancy + spell_resistance: 'yes' + target: null +Deft Digits: + area: null + casting_time: 1 standard action + components: V, S + description: + - You animate the target of the spell, manipulating the glove with your own hand + from a distance. The glove moves as you direct it with a fly speed of 30 feet + and average maneuverability. Directing the glove is a standard action, though + the glove can move up to its speed and perform a task in the same action. You + can attempt Disable Device and Sleight of Hand checks using the glove, though + attempting these checks at a distance increases the normal skill check DCs by + 5, or by 20 if you do not have line of sight to the object you are manipulating. + The glove can also lift or drag objects using your caster level as your Strength + score. The glove cannot wield weapons or make attacks effectively while this spell + is in effect. If you cast this spell on a magical glove, its innate magic is suppressed + for the duration of the spell. + duration: 10 minutes/level + effect: null + level: bard 3, medium 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist + 3, summoner 3 + range: Medium (100 ft. + 10 ft./level) + saving_throw: None (harmless, object) + school: transmutation + spell_resistance: 'no' + target: 1 unattended gauntlet or glove +Deja Vu: + area: null + casting_time: 1 standard action + components: V + description: + - "You reach into the target\u2019s mind and put its thought processes into a temporary\ + \ loop. Whatever full-round, standard, or move actions the creature takes on its\ + \ first turn after you cast this spell, it must repeat on the turn after that.\ + \ The creature must take the same type of actions in the same order (for example,\ + \ making a full attack, casting a specific spell, withdrawing, attempting a bull\ + \ rush combat maneuver, or activating a magic item) and must act against the same\ + \ target or targets, but doesn\u2019t have to make exactly the same choices (such\ + \ as using Power Attack when attacking, moving exactly 15 feet, or choosing \u201C\ + drop\u201D for the command spell). If the circumstances would prevent the target\ + \ from repeating an action, such as if the target of its attack is dead or the\ + \ target cannot cast the same spell again, the target instead becomes confused\ + \ until the spell ends. A creature currently affected by deja vu can\u2019t be\ + \ targeted with another deja vu spell. A creature affected by deja vu can\u2019\ + t delay, and if it readies an action on its first turn, it must ready the same\ + \ action on its second turn." + duration: 2 rounds + effect: null + level: bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1 + range: medium (100 ft. + 10 ft./level) + saving_throw: none + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Delay Disease: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "The target becomes temporarily immune to disease. Any disease to which it is\ + \ exposed during the spell\u2019s duration does not affect the target until the\ + \ spell\u2019s duration has expired. If the target is currently infected with\ + \ a disease, you must make a caster level check against the disease\u2019s DC\ + \ to suspend it for the duration of the spell; otherwise, that disease affects\ + \ the target normally. Delay disease does not cure any damage a disease may have\ + \ already done." + duration: 1 day + effect: null + level: alchemist 2, cleric 2, druid 2, inquisitor 2, paladin 2, ranger 2, witch + 1 + range: touch + saving_throw: Fort negates (harmless) + school: conjuration (healing) + spell_resistance: yes (harmless) + target: creature touched +Delay Pain: + area: null + casting_time: null + components: V, S + description: + - "You override the target\u2019s ability to feel pain. Pain effects (such as pain\ + \ strike and symbol of pain) do not affect the target until this spell\u2019s\ + \ duration has expired. This does not negate any physical damage, ability damage,\ + \ or ability drain that a pain effect has already done, but it does negate ongoing\ + \ penalties from pain while the spell lasts." + duration: 1 hour/level + effect: null + level: bard 2, cleric/oracle 2, bloodrager 2, inquisitor 2, psychic 2, sorcerer/wizard + 2, witch 2; Subdomain kyton (evil, law) 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment [emotion] + spell_resistance: null + target: one creature +Delay Poison: + area: null + casting_time: 1 standard action + components: V, S, DF + description: + - "The subject becomes temporarily immune to poison. Any poison in its system or\ + \ any poison to which it is exposed during the spell\u2019s duration does not\ + \ affect the subject until the spell\u2019s duration has expired. Delay poison\ + \ does not cure any damage that poison may have already done." + duration: 1 hour/level + effect: null + level: alchemist 2, bard 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger + 1, shaman 2, witch 2 + range: touch + saving_throw: Fortitude negates (harmless) + school: conjuration (healing) + spell_resistance: yes (harmless) + target: creature touched +Delayed Blast Fireball: + area: null + casting_time: null + components: null + description: + - This spell functions like fireball, except that it is more powerful and can detonate + up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of + fire damage per caster level (maximum 20d6). The glowing bead created by delayed + blast fireball can detonate immediately if you desire, or you can choose to delay + the burst for as many as 5 rounds. You select the amount of delay upon completing + the spell, and that time cannot change once it has been set unless someone touches + the bead. If you choose a delay, the glowing bead sits at its destination until + it detonates. A creature can pick up and hurl the bead as a thrown weapon (range + increment 10 feet). If a creature handles and moves the bead within 1 round of + its detonation, there is a 25% chance that the bead detonates while being handled. + duration: 5 rounds or less; see text + effect: null + level: sorcerer/wizard 7; Subdomain arson 7; Elemental School fire 7 + range: null + saving_throw: null + school: evocation [fire] + spell_resistance: null + target: null +Delayed Consumption: + area: null + casting_time: 1 standard action + components: S + description: + - "When you consume this extract, you quickly consume another extract of your choice-this\ + \ second extract\u2019s effects do not come into effect until a later point. You\ + \ must consume this second, companion extract on the round following delayed consumption\ + \ or waste the extract. The companion extract can be no higher than 4th level,\ + \ and you must pay any costs associated with the companion extract when you consume\ + \ it." + duration: 1 day/level (D) or until discharged + effect: null + level: alchemist 5 + range: personal + saving_throw: null + school: transmutation + spell_resistance: null + target: null +Delectable Flesh: + area: null + casting_time: 1 standard action + components: null + description: + - "Choose a creature within range as the object of hunger. All other creatures within\ + \ 15 feet of the target that can see or smell the target\u2019s delectable flesh\ + \ must succeed at a Will save or spiral into a depraved state from which they\ + \ gain a single purpose\u2014to consume as much of the target\u2019s delicious\ + \ flesh as possible. the creature chosen as the target of this spell is not affected\ + \ by this depravity." + duration: 1 minute/level (D) + effect: null + level: druid 7, shaman 7, sorcerer/wizard 6, witch 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: transmutation [mind-affecting, polymorph] + spell_resistance: 'yes' + target: null +Delusional Pride: + area: null + casting_time: 1 standard action + components: V, S + description: + - "The target becomes so distracted by an overblown sense of its worth that it takes\ + \ a \u20132 penalty on attacks and skill checks. However, this feeling also gives\ + \ the target a +2 morale bonus on saves against charm and compulsion effects." + duration: 1 minute + effect: null + level: bard 1, psychic 1, sorcerer/wizard 1, witch 1 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [emotion, mind-affecting] + spell_resistance: null + target: one creature +Demand: + area: null + casting_time: 10 Minutes standard action + components: V, S, M/DF (fine copper wire) + description: + - "This spell functions like sending, but the message can also contain a suggestion\ + \ (see the suggestion spell), which the subject does its best to carry out. A\ + \ successful Will save negates the suggestion effect but not the contact itself.\ + \ The demand, if received, is understood even if the subject\u2019s Intelligence\ + \ score is as low as 1. If the message is impossible or meaningless according\ + \ to the circumstances that exist for the subject at the time the demand is issued,\ + \ the message is understood but the suggestion is ineffective." + duration: 1 round + effect: null + level: sorcerer/wizard 8, witch 8; Domain charm 8, nobility 8; Subdomain torture + 8 + range: See Description + saving_throw: Will partial + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: 1 Creature +Demand Offering: + area: null + casting_time: 1 standard action + components: V, S + description: + - "A creature that fails its save uses an immediate action to hand you whatever\ + \ object it\u2019s currently wielding or holding. If the target doesn\u2019t have\ + \ an immediate action available, it uses a move action at the beginning of its\ + \ next turn to hand you the object. If it\u2019s currently holding or wielding\ + \ more than one item, determine randomly which item it gives you. If you\u2019\ + re no longer adjacent to the creature when it has to give you the item, the spell\ + \ ends with no effect. A creature that isn\u2019t holding an item when you cast\ + \ this spell is unaffected." + duration: instantaneous or 1 round + effect: null + level: antipaladin 1, bard 2, inquisitor 2, mesmerist 1, occultist 2, psychic 2, + sorcerer/wizard 2, witch 2 + range: 5 ft. + saving_throw: Will negates + school: enchantment (compulsion) [mind-affecting] + spell_resistance: 'yes' + target: one creature +Demanding Message: + area: null + casting_time: null + components: null + description: + - This spell initially functions as message (allowing no save or spell resistance). + Once during the message effect, you can concentrate as a standard action to issue + a suggestion to one target as part of delivering a message. Spell resistance and + a Will save apply to the suggestion, and it lasts for 1 hour per level or until + completed. + duration: 10 minutes/level, then 1 hour/level or until completed (D); see text + effect: null + level: bard 3, medium 3, mesmerist 3, occultist 4, psychic 3, sorcerer/wizard 4, + witch 4 + range: null + saving_throw: Will negates (see text) + school: enchantment (compulsion) [language-dependent, mind-affecting] + spell_resistance: yes; see text + target: null +Denounce: + area: 30-ft.-radius burst + casting_time: 1 standard action + components: V + description: + - You speak out against a single creature within line of sight and turn possible + allies against it by drawing upon the power of your voice and conviction. Creatures + in the area who can see the denounced creature must make a Will Saving Throw or + have their starting attitude toward the denounced creature worsened by two levels + (see Diplomacy skill or table on this page for details). For example, creatures + previously indifferent to the subject turn unfriendly. + duration: 1 hour/level + effect: null + level: bard 4, inquisitor 4 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates + school: enchantment (compulsion) [language-dependent, mind-affecting] + spell_resistance: 'yes' + target: null +Depilate: + area: null + casting_time: 1 round + components: "S, M (a sliver of cow\u2019s tongue)" + description: + - "This simple jinx causes a target\u2019s hair or fur to fall out in patchy clumps,\ + \ leaving the creature disheveled and less commanding." + duration: instantaneous + effect: null + level: bard 1, druid 1, sorcerer/wizard 1, witch 1 + range: medium (100 ft. + 10 ft./level) + saving_throw: Will negates + school: necromancy + spell_resistance: 'yes' + target: one creature with hair or fur +Desecrate: + area: 20-ft.-radius emanation + casting_time: 1 standard action + components: null + description: + - This spell imbues an area with negative energy. The DC to resist negative channeled + energy within this area gains a +3 profane bonus. Every undead creature entering + a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, + and saving throws. An undead creature created within or summoned into such an + area gains +1 hit points per HD. + duration: 2 hours/level + effect: null + level: antipaladin 2, cleric/oracle 2, inquisitor 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: evocation [evil] + spell_resistance: 'yes' + target: null +Desperate Weapon: + area: null + casting_time: 1 swift action + components: V + description: + - You create a one-handed object that you might expect to see in your current surroundings, + which you can then use as an improvised weapon. The spell conjures such an object + near your hand such that you can retrieve it as you complete the spell. + duration: 1 minute/level + effect: one-handed improvised weapon + level: antipaladin 1, bard 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist + 1, ranger 1, sorcerer/wizard 1 + range: personal + saving_throw: none + school: conjuration (creation) + spell_resistance: 'no' + target: null +Destablize Powder: + area: null + casting_time: 1 standard action + components: V, S, M (a few drops of liquor) + description: + - "This spell makes the ammunition in the target firearm is prone to misfire. Increase\ + \ the misfire range by 1 + 1 per five caster levels (maximum +5) for the ammunition\ + \ currently loaded into that firearm. If aware of this spell\u2019s effect prior\ + \ to firing the altered ammunition (a DC 17 Spellcraft check to identify the spell\ + \ being cast or similar effect), the firearm\u2019s user can spend a standard\ + \ action to clear the altered ammunition from the firearm. Doing so destroys that\ + \ ammunition." + duration: instantaneous + effect: null + level: sorcerer/wizard 2, witch 2 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Will negates (object) + school: transmutation + spell_resistance: yes (object) + target: 1 loaded firearm +Destroy Robot: + area: null + casting_time: 1 standard action + components: V, S, F/DF + description: + - You attempt to destroy any one robot in range. When you cast this spell, your + hand crackles with electricity. + duration: instantaneous + effect: null + level: druid 5, sorcerer/wizard 6 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude partial + school: transmutation + spell_resistance: 'yes' + target: one robot (see below) +Destruction: + area: null + casting_time: 1 standard action + components: V, S, F (holy or unholy symbol costing 500 gp) + description: + - "This spell instantly delivers 10 points of damage per caster level. If the spell\ + \ slays the target, it consumes the remains utterly in holy (or unholy) fire (but\ + \ not its equipment or possessions). If the target\u2019s Fortitude saving throw\ + \ succeeds, it instead takes 10d6 points of damage. The only way to restore life\ + \ to a character who has failed to save against this spell (and was slain) is\ + \ to use true resurrection, a carefully worded wish spell followed by resurrection,\ + \ or miracle." + duration: instantaneous + effect: null + level: cleric/oracle 7, shaman 8, witch 8; Domain death 7, repose 7; Subdomain entropy + 7; Mystery reaper 7 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: Fortitude partial + school: necromancy [death] + spell_resistance: 'yes' + target: one creature +Detect Aberration: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S + description: + - This spell functions like detect animals or plants, except it detects creatures + of the aberration type. + duration: concentration , up to 10 minutes/level (D) + effect: null + level: druid 1, psychic 1, ranger 1 + range: long (400 ft. + 40 ft./level) + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Detect Animals or Plants: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S + description: + - You can detect a particular kind of animal or plant in a cone emanating out from + you in whatever direction you face. You must think of a kind of animal or plant + when using the spell, but you can change the animal or plant kind each round. + The amount of information revealed depends on how long you search a particular + area or focus on a specific kind of animal or plant. + duration: concentration, up to 10 min./level (D) + effect: null + level: druid 1, psychic 1, ranger 1, shaman 1 + range: long (400 ft. + 40 ft./level) + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Detect Anxieties: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S, F/DF (a medallion) + description: + - This spell functions as detect thoughts except that you sense significant anxieties + of creatures with an Intelligence score of 1 or higher, regardless of whether + they are conscious or not. + duration: concentration + effect: null + level: antipaladin 2, bard 3, cleric 3, inquisitor 3, medium 2, mesmerist 2, paladin + 3, psychic 2, sorcerer/wizard 3, spiritualist 3, witch 3 + range: 60 ft. + saving_throw: Will + school: divination [mind-affecting] + spell_resistance: '' + target: null +Detect Chaos: + area: null + casting_time: null + components: null + description: + - This spell functions like detect evil, except that it detects the auras of chaotic + creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, + and you are vulnerable to an overwhelming chaotic aura if you are lawful. + duration: null + effect: null + level: cleric/oracle 1, inquisitor 1, shaman 1 + range: null + saving_throw: null + school: divination + spell_resistance: null + target: null +Detect Charm: + area: null + casting_time: 1 standard action + components: V, S + description: + - This spell functions as per detect magic, except that it detects only charm, compulsion, + and possession effects. You immediately detect the strength and location of each + such aura on all creatures in the area. You can attempt to identify the properties + of each aura (see Spellcraft). In addition to noticing the targets of these effects, + you can recognize when creatures in the area are using these effects on others + by attempting a Sense Motive check as a standard action (DC = 20 + caster level). + If you succeed, you can attempt a Spellcraft check to identify what magic it is + using (even if the target is not in the area). + duration: concentration , up to 1 minute/level (D) + effect: null + level: bard 1, cleric 1, inquisitor 1, medium 1, mesmerist 1, occultist 1, paladin + 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1 + range: 60 ft. + saving_throw: null + school: divination + spell_resistance: 'no' + target: null +Detect Demon: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S, DF + description: + - "You sense the presence of a specific kind of evil\u2014that of demons, their\ + \ servants, and the Abyss. The amount of information revealed depends on how long\ + \ you study a particular area or subject." + duration: concentration , up to 10 minutes/level (D) + effect: null + level: cleric 1, inquisitor 1, paladin 1 + range: 60 ft. + saving_throw: none (see text) + school: divination + spell_resistance: 'no' + target: null +Detect Desires: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S, F/DF (a medallion) + description: + - This spell functions as detect thoughts, except you sense significant desires + of creatures with an Intelligence score of 1 or higher, regardless of whether + they are conscious or not. + duration: concentration , up to 1 minute/level (D) + effect: null + level: antipaladin 2, bard 2, cleric 3, inquisitor 3, medium 2, mesmerist 3, paladin + 3, psychic 2, sorcerer/wizard 3, spiritualist 3, witch 3 + range: 60 ft. + saving_throw: Will negates (see text) + school: divination [mind-affecting] + spell_resistance: 'no' + target: null +Detect Evil: + area: cone-shaped emanation + casting_time: 1 standard action + components: null + description: + - You can sense the presence of evil. The amount of information revealed depends + on how long you study a particular area or subject. + duration: concentration, up to 10 min./ level (D) + effect: null + level: cleric/oracle 1, inquisitor 1, shaman 1 + range: 60 ft. + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Detect Fiendish Presence: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S + description: + - This spell functions like detect evil, except that it detects only outsiders with + the evil subtype, as well as the lingering effects caused by their gifts, presence, + and spells. It can also detect clerics and paladins of fiendish deities, including + Asmodeus, archdevils, daemonic harbingers, and demon lords. + duration: concentration , up to 10 minutes/level (D) + effect: null + level: bard 0, cleric 0, magus 0, sorcerer/wizard 0, witch 0 + range: 60 ft. + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Detect Good: + area: null + casting_time: null + components: null + description: + - This spell functions like detect evil, except that it detects the auras of good + creatures, clerics or paladins of good deities, good spells, and good magic items, + and you are vulnerable to an overwhelming good aura if you are evil. + duration: null + effect: null + level: cleric/oracle 1, inquisitor 1, shaman 1 + range: null + saving_throw: null + school: divination + spell_resistance: null + target: null +Detect Law: + area: null + casting_time: null + components: null + description: + - This spell functions like detect evil, except that it detects the auras of lawful + creatures, clerics of lawful deities, lawful spells, and lawful magic items, and + you are vulnerable to an overwhelming lawful aura if you are chaotic. + duration: null + effect: null + level: cleric/oracle 1, inquisitor 1, shaman 1 + range: null + saving_throw: null + school: divination + spell_resistance: null + target: null +Detect Magic: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S + description: + - You detect magical auras. The amount of information revealed depends on how long + you study a particular area or subject. + duration: concentration, up to 1 min./level (D) + effect: null + level: bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman + 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0 + range: 60 ft. + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Detect Metal: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S, F (a magnetized nail or nugget of ore) + description: + - You detect any metal objects or creatures within a 60-foot cone. + duration: concentration , up to 1 minute/level (D) + effect: null + level: alchemist 1, bard 1, sorcerer/wizard 1, summoner 1 + range: 60 ft. + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Detect Mindscape: + area: cone-shaped emanation + casting_time: 1 standard action + components: V, S + description: + - "This spell functions similarly to detect thoughts, allowing you to sense when\ + \ one or more creatures\u2019 consciousnesses are inside a mindscape. The amount\ + \ of information revealed depends on how long you study a particular subject." + duration: concentration , up to 1 minute/level (D) + effect: null + level: medium 2, mesmerist 2, psychic 2, sorcerer/wizard 3 + range: 60 ft. + saving_throw: Will negates; see text + school: divination + spell_resistance: 'no' + target: null +Detect Poison: + area: null + casting_time: 1 standard action + components: V, S + description: + - You determine whether a creature, object, or area has been poisoned or is poisonous. + You can determine the exact type of poison with a DC 20 Wisdom check. A character + with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom + check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The + spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin + sheet of lead, or 3 feet of wood or dirt blocks it. + duration: instantaneous + effect: null + level: antipaladin 1, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic + 0, ranger 1, shaman 0, sorcerer/wizard 0, witch 0 + range: close (25 ft. + 5 ft./2 levels) + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Detect Psychic Significance: + area: 40-ft.-radius burst, centered on you + casting_time: 1 standard action + components: V, S + description: + - "You detect the presence of psychically significant items in your vicinity. Such\ + \ items are those that might have significant psychic imprints or histories that\ + \ can be read by the psychometry occult skill unlock, or items under the effects\ + \ of the charge object or implant false reading spells. Items within range that\ + \ contain significant psychic energy spark a recognition in your mind\u2019s eye,\ + \ but no other information is imparted. This spell doesn\u2019t automatically\ + \ detect magic items or strongly aligned items, though such items often have storied\ + \ histories and might have had previous owners who possessed psychic abilities." + duration: instantaneous + effect: null + level: medium 0, mesmerist 0, occultist 0, psychic 0, spiritualist 0 + range: 40 ft. + saving_throw: none + school: divination + spell_resistance: 'no' + target: null +Detect Radiation: + area: spherical emanation, centered on you + casting_time: 1 standard action + components: V, S + description: + - "You detect radiation in the surrounding area. You see radioactive auras as a\ + \ glowing green shimmer in the air that emanates from radioactive objects; the\ + \ brighter and more intense the green, the more powerful the radioactivity. This\ + \ glow does not provide illumination or allow you to see in darkness, apart from\ + \ being able to see the glow itself. The spell can penetrate barriers, but 3 feet\ + \ of dirt or wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of\ + \ lead blocks it\u2014although radiation can seep into such barriers, causing\ + \ them to become radioactive (and thus visible to the spell) in time." + duration: 10 minute/level + effect: null + level: bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1 + range: 120 ft. + saving_throw: none + school: divination + spell_resistance: no div style="clear:both"> ELEMENTS NAME + URL TO DETAIL PAGE +# url with all spells +URL = "https://www.d20pfsrd.com/magic/all-spells/" + +# get the page content using GET to url +response = requests.get(URL) + +# parse html using +soup = BeautifulSoup(response.content, 'lxml') +list = soup.find(id='article-content').find_next('div',class_="flexbox") + +# this gets all the