# spell

name: Prophetic Lore
level: sorcerer/wizard 6
school: divination
casting_time: see below
components: V, S, M (incense worth 150 gp), F (rare herbs and spices worth 250 gp)
range: personal
target: you
description:
<p>You call to mind prophecies regarding a person, place, item, or event. These might be predictions made in the past, lost to history, or entirely new. If the person or item is present or if you are at the desired location, the <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> is 1d4×10 minutes; if you have general but specific information about the subject, the <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> is 1d4×2 hours. If you have only rumors, you cannot cast this spell with any effect.</p><p>More than one prophecy can come to mind when you cast this spell, and each are of varying detail and accuracy.</p><p>Roll d% and add your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10) to determine results this spell returns, as listed below.</p><table border="1" cellpadding="5" data-ognbot="1">
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Result</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">1–25</td>
<td class="text">Your prophecy is vague, difficult to interpret, or does not offer any new subjects for further investigation.</td>
</tr>
<tr>
<td class="text">26–50</td>
<td class="text">You divine multiple prophecies for the subject, but you are unsure which applies. You have enough information to gain a +5 bonus on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a>, <a href="https://www.d20pfsrd.com/skills/perception">Perception</a>, and <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks about the subject. If you discover more information about the subject using these skills, you gain a +10 bonus when rolling on this table the next time you cast this spell within 24 hours. You can gain this bonus only once in a single 24-hour period.</td>
</tr>
<tr>
<td class="text">51–75</td>
<td class="text">You identify multiple prophecies and know which single prophecy is most likely to take effect and which is most likely to be false or fraudulent. If no prophecy is accurate, you become aware of this. Even accurate prophecies are often vague, and how easy it is to determine details from one is up to the GM.</td>
</tr>
<tr>
<td class="text">76–100</td>
<td class="text">You gain accurate visions of a single prophecy regarding the subject. You know what this prophecy means and what it foretells, it is generally accurate, and it comes in the form of a single statement, though the timeline for when the prophecy will come true might be vague. (For example, “Flames shall consume it within a month” if the subject is a tavern destined to burn, or “The murderer shall be discovered by a hero” if the subject is a murder victim.)</td>
</tr>
</tbody>
</table>


name: Prosperous Room
level: bard 3, sorcerer/wizard 3
school: enchantment
casting_time: 1 day
components: V, S
range: touch
target: room you own; see text
duration: 1 day/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>The targeted room is enchanted to have magical appeal for customers, an increase in the workflow of its employees, or the generation of additional materials to work with. While this spell is in effect, the targeted room produces 1 more Goods, Labor, Influence, or Magic than it already does. If the room produces multiple types of capital, it produces an additional capital of each type. If the room generates gp, it generates 25% more.</p><p>Only the capital that the room normally generates increases— rooms that do not already generate Magic, for instance, do not generate Magic because of this spell.</p><p>While this spell is in effect, neither you nor your allies can further interact with the affected room or the spell’s effects immediately end. You cannot spend downtime actions to run a business with a room that is affected by this spell, though any employees or workers that operate within the room may continue to do so normally.</p>


name: Protection from Arrows
school: abjuration
casting_time: 1 standard action
components: V, S, F (a piece of tortoiseshell or turtle shell)
range: touch
target: creature touched
duration: 1 hour/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2

description:
<p>The warded creature gains resistance to ranged weapons. The subject gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 10/magic against ranged weapons. This spell doesn’t grant you the ability to damage creatures with similar <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.</p>


name: Protection from Chaos
school: abjuration [lawful]
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
level:
bloodrager 1, cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a>, except that the deflection and resistance bonuses apply to attacks made by chaotic creatures. The target receives a new saving throw against control by chaotic creatures and chaotic summoned creatures cannot touch the target.</p>


name: Protection from Energy
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 10 min./level or until discharged
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, inquisitor 3, occultist 3, psychic 3, ranger 2, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3

description:
<p><i>Protection from energy</i> grants temporary <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Immunity-and-Vulnerability">immunity</a> to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.</p><p><i>Protection from energy</i> overlaps (and does not stack with) <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resist-energy/">resist energy</a></i>. If a character is warded by <i>protection from energy</i> and <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resist-energy/">resist energy</a></i>, the <i>protection</i> spell absorbs damage until its power is exhausted.</p>


name: Protection from Evil
school: abjuration [good]
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
level:
cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
<p>This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.</p><p><b>First</b>, the subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saves. Both these bonuses apply against attacks made or effects created by evil creatures.</p><p><b>Second</b>, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment" rel="nofollow">enchantment</a> [charm] effects and <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment" rel="nofollow">enchantment</a> [compulsion] effects, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/c/charm-person"><i>charm person</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/c/command"><i>command</i></a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-person"><i>dominate person</i></a>). This saving throw is made with a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a>, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghost">ghost</a> or spellcaster using <a href="https://www.d20pfsrd.com/magic-jar"><i>magic jar</i></a>), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.</p><p><b>Third</b>, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">Spell Resistance</a> can allow a creature to overcome this protection and touch the warded creature.</p><div style="margin-left:20px">


name: Protection from Good
school: abjuration [evil]
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
level:
antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a>, except that the deflection and resistance bonuses apply to attacks made by good creatures. The target receives a new saving throw against control by good creatures and good summoned creatures cannot touch the target.</p>


name: Protection from Law
school: abjuration [chaotic]
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
level:
antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
<p style="margin-left:40px">This spell functions like <i>protection from law</i>, except you divide the duration in 1-minute intervals among the creatures touched.</p>


name: Protection from Natural Attacks
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a scale from a lizard )
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, druid 4, hunter 2, investigator 3, psychic 4, ranger 2, shaman 4, spiritualist 3, summoner 3, summoner (unchained) 3

description:
<p>Upon casting this spell, select one type of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a> from the following: bite, claw, gore, hoof, pincers, slam, sting, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a>, tail slap, talon, <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/tentacle-ex">tentacle</a>, or wing. For the duration of the spell, the target gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/— against all attacks from <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a> of the selected type.</p>


name: Protection from Outsiders
level: cleric 2, inquisitor 2, paladin 2
school: abjuration [see text]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: no; see text
description:
<p>This spell wards a creature from attacks by <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> with a specific racial subtype, from mental control exerted by creatures of the chosen subtype, and from summoned creatures of that subtype. Only the subtypes of specific <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> races—<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Angel">angel</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Azata">azata</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-oni">oni</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Psychopomp">psychopomp</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Protean">protean</a>, and so on—can be chosen as the subtype this spell protects against. Alignment subtypes or other general subtypes (like <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Extraplanar">extraplanar</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Native">native</a>) cannot be selected. Outsiders without an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> racial subtype (like <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie">genies</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/hag/night-hag">night hags</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/yeth-hound">yeth hounds</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/xill">xills</a>) are not affected by this spell.</p><p>This spell creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.</p><p>First, the subject gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC and a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saves when targeted by creatures of the chosen subtype.</p><p>Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the target creature. This functions in the same fashion as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a>, but only when the effect stems from <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> of the chosen subtype, and the target’s saving throw is made with a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> (using the same DC as the original effect).</p><p>Third, the spell prevents bodily contact by summoned creatures of the chosen subtype in the same manner as detailed in <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a>.</p><p>This spell’s descriptor varies depending on the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> race selected, gaining the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> descriptors opposite to the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> race—for example, lawful and good if the race is chaotic and evil, chaotic if the selected race is lawful, or none if the selected race is neutral.</p>


name: Protection from Spells
level: sorcerer/wizard 8, summoner 6
school: abjuration
casting_time: 1 standard action
range: touch
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
components:
V, S, M (diamond worth 500 gp), F (One 1,000 gp diamond per target. Each subject must carry the gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.)

description:
<p>The subject gains a +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).</p>


name: Protection from Spores
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: no
level:
alchemist 2, cleric/oracle 2, druid 2, hunter 1, investigator 2, ranger 1, shaman 2, warpriest 2, witch 2

description:
<p>With a touch, you bolster a creature’s body to protect it from the harmful effects of spores and similar afflictions. While under the effect of this spell, a creature is immune to the effects of <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/brown-mold-cr-2">brown mold</a>, <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/green-slime-cr-4">green slime</a>, <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/russet-mold-cr-6">russet mold</a>, <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/yellow-mold-cr-6">yellow mold</a>, and any similar hazard, provided the hazard is CR 6 or lower. Similarly, the creature is immune to <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, and infestation attacks from all <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fungal-creature">fungal creatures</a> of CR 6 or lower, including effects such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/plants/basidirond">basidirond</a> spores, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/plants/fungus-violet">violet fungus</a> rot, and the like. The target is immune to fungus-based toxins, such as striped toadstool. Against similar hazards or monsters of CR 7 or higher, the target gains a bonus on all saving throws against the effect equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Protection from spores offers no protection against fungal infestations created by the seeded, or by the spell <em>what grows within</em>.</p>


name: Protection from Technology
level: cleric 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a pinch of powdered copper)
range: touch
target: creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless), see text
spell_resistance: no, see text
description:
<p>This spell wards a creature from attacks by technological objects and creatures of the robot subtype, and protects against mental control from technological sources. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has two major effects.</p><p>First, the target gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saving throws. Both of these bonuses apply against attacks made or effects caused by technological objects and creatures with the robot subtype.</p><p>Second, the target immediately receives another saving throw (if one was allowed to begin with) against any technological effects that exercise mental control over the creature, including the effects of pharmaceuticals. The target gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on this saving throw, using the same DC as the original effect. If the target succeeds at this save, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to exercise mental control over her using technological means.</p>


name: Protective Penumbra
level: cleric/oracle 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: evocation [darkness]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>This spell keeps the target slightly in shadow. A target with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Blindness-Ex-">light blindness</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to sunlight (such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/vampire">vampires</a> and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/wraith">wraiths</a>) may ignore penalties from those qualities. The spell gives the target a +2 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> against nonmagical hazards related to bright light, such as glare or sunburn.</p>


name: Protective Spirit
level: ranger 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 round/level
description:
<p>A <i>protective spirit</i> is an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, mindless, shapeless force that hovers about you, defending you against unexpected attacks. When a creature makes an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> against you, the <i>protective spirit</i> makes an immediate attack using your base <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier. On a successful hit, the spirit does no damage, but it causes the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> to automatically miss. A <i>protective spirit</i> can defend against a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus (minimum 1) per round.</p><p>A <i>protective spirit</i> occupies your space, and moves with you. It cannot be attacked or harmed by physical attacks, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate"><i>disintegrate</i></a>, <i>a sphere of annihilation</i>, or a <i>rod of cancellation</i> affects it. A <i>protective spirit</i>‘s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> against touch attacks is 10 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier. </p>


name: Prying Eyes
level: sorcerer/wizard 5, witch 5
school: divination
casting_time: 1 minute
components: V, S, M (a handful of crystal marbles)
range: 1 mile
effect: 10 or more levitating eyes
duration: 1 hour/level; see text (D)
saving_throw: none
spell_resistance: no
description:
<p>You create a number of semi-tangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.</p><p>While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with a +20 bonus on <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> skill checks and a +16 bonus on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> skill checks. It has a <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that affect your ability to receive visual information about your surroundings. An eye traveling in darkness must find its way by touch.</p><p>When you create the eyes, you specify instructions you want them to follow in a command of no more than 25 words. Any knowledge you possess is known by the eyes as well.</p><p>In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears. </p><p>If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event.</p><p>The eyes exist for up to 1 hour per caster level or until they return to you. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">Dispel magic</a> can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.</p>


name: Psychic Asylum
level: mesmerist 5, psychic 5, sorcerer/wizard 6
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 swift action
components: V, S
range: personal Target you
duration: instantaneous; see text
saving_throw: none
spell_resistance: no
description:
<p>You retreat into a mindscape of your own making that allows you to perform a lengthy mental task in an instant.</p><p>You create a mental landscape that provides succor and calm for you, such as a library, sitting room, garden, or childhood tree house. You can spend up to 15 minutes in your psychic asylum.</p><p>While you are within, no time passes for your body, and when you emerge you can continue with your turn. The mindscape is overt, finite, and has a rapid passage of time.</p><p>While within the mindscape, you can consult any text, recall any conversation, or remember any image that you have been exposed to with perfect clarity and recollection, as if you had an eidetic memory. You must have seen or heard the material within a time frame of 1 week per level. For example, you might wish to reexamine a passage of text from an ancient manuscript you rapidly scanned in a library 2 weeks prior. While in the psychic asylum, you can perfectly recall the precise layout of the text within the ancient manuscript and read it word for word. Once</p><p>You emerge from the psychic asylum, you can recall the details of what you had just studied as clearly as if you had just looked at it, but you no longer have total recall of the material.</p><p>If you’re able to prepare spells, you can use the time to prepare a single spell. For example, if you were poisoned, you could use your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to cast psychic asylum, pray and meditate for the full 15 minutes to gain <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/n/neutralize-poison">neutralize poison</a>, then emerge from the mindscape and immediately cast the spell upon yourself as your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p><p>Any <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> spell that was affecting you before you cast the spell continues to expend its duration on you while you are within the psychic asylum, so you can use this spell to wait out the effects of such a condition. Effects that are currently affecting your body do not expend additional duration while you are in the psychic asylum, but you also don’t experience their effects during the time spent there.</p>


name: Psychic Crush I
level: psychic 5
school: necromancy [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will partial and Fortitude partial; see text
spell_resistance: yes
description:
<p>Using your psychic power, you invade the mind of the target and tear it asunder, causing massive internal damage to both its mind and body. If the target succeeds at the initial <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round. If the target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (with a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on this save if it has more than half its total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> remaining). If it also fails the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, the target is reduced to –1 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a>. If the target succeeds at its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, it instead takes 3d6 points of damage + 1 point of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, which cannot reduce the target below –1 hit point, and the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round. This attack has no effect on creatures without an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score.</p><div style="margin-left:20px">


name: Psychic Image
level: psychic 9
school: illusion (shadow)
casting_time: 1 standard action
components: V
range: long (400 ft. + 40 ft./level)
effect: one shadow duplicate
duration: 1 round/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: yes
description:
<p>You envelop your consciousness in a quasi-real image of yourself.</p><p>Your psychic image looks, sounds, and smells like you, but is intangible. While your mind occupies the image, you control it as though it were your own body, but you cannot directly affect physical objects. Your image moves with a fly speed of 60 feet and perfect maneuverability. Your senses perceive only what the image can see and hear while occupying it, and your own body is considered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deaf</a>, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>. You can switch between the image and your body as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. While your mind is in your body, the image is similarly <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>.</p><p>Your image can pass through solid objects as though you are <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a>. It cannot go farther into a solid object than your space (5 feet for a Small or Medium creature). It can’t be damaged by most attacks or effects, whether or not they affect <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures. However, <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects targeted against or affecting your psychic image have their full effect on you whenever your mind occupies it.</p><p>If you desire, you can cast any <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/psychic">psychic</a> spell or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> with a range of touch or greater while your mind occupies your image. You can’t cast non-psychic spells through the image, even if you possess them. The psychic image can cast only <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/psychic">psychic</a> <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> spells on itself. The spells affect other targets normally, despite originating from the psychic image.</p><p>Objects are affected by the psychic image as if they had succeeded at their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves. You need not maintain line of effect to your psychic image, but if you cross into another plane even for an instant, such as via <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/b/blink">blink</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>, or similar spells, the spell ends.</p>


name: Psychic Leech
level: bloodrager 3, magus 3, medium 3, mesmerist 2, psychic 2, sorcerer/wizard 3, spiritualist 2, witch 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 minute/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
<p>The target experiences feelings of ennui and lethargy, becoming <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> for the spell’s duration. While the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> and is within the spell’s range, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>. On a successful save, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> for only 1d4 rounds and you receive no bonus. This spell has no effect if it targets a creature that is already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p>


name: Psychic Reading
school: divination
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 round
saving_throw: none
spell_resistance: yes
level:
bard 2, inquisitor 2, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 2, spiritualist 1

description:
<p>You are able to read a person’s surface thoughts and take cues from the person’s appearance, body language, and manner of speech to infer a great deal of information about the person, even if that person is in disguise (including <a href="https://www.d20pfsrd.com/magic/#TOC-Transmutation-Polymorph">polymorph effects</a>). When casting the spell, attempt a DC 20 <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check with a bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>A successful skill check reveals to you one of the following pieces of information of your choice, plus one additional piece of information for every 5 points by which your check result exceeds 20: age, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, class†, feats†, gender, native language, place of origin, race or ethnicity, racial traits†, religion, sexual orientation, or training in a <a href="https://www.d20pfsrd.com/skills/craft">Craft</a>, <a href="https://www.d20pfsrd.com/skills/perform">Perform</a>, or <a href="https://www.d20pfsrd.com/skills/profession">Profession</a> skill. For items marked with a cross (†), if the target has more than one of these features, each one you discover counts as a piece of information.</p><p>There’s a 70% chance that all information you receive is correct. This roll is made secretly. Otherwise, on a roll of 71–80, You receive one false piece of information, on a roll of 81–90 you receive two, and on a roll of 91–100 you receive three. You can’t get more false information than the total number of pieces of information you discover.</p>


name: Psychic Surgery
level: mesmerist 5, psychic 6
school: enchantment [mind-affecting]
casting_time: 10 minutes
components: V, M (diamond dust worth 250 gp)
range: touch
target: one willing and living creature
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>Psychic surgery cures the target of all <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Charisma damage</a> and restores all points permanently drained from the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> scores. It also eliminates all ongoing <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/insanity">insanity</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/confusion">confusion</a>, and fear effects. Psychic surgery can also remove other mental afflictions, including <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> spells and abilities, and even instantaneous effects, but in this case, if <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> couldn’t remove the effect, psychic surgery works only if the spell level or equivalent spell level of the effect was 6th level or lower. Psychic surgery removes all effects magically altering the target’s memory, even instantaneous effects, and it can restore a memory to perfect clarity like the second use of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/modify-memory">modify memory</a>.</p>


name: Psychonaut Manifestation
level: psychic 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a small piece of psychoactive cactus)
range: personal
target: you
duration: 1 round/level (D)
saving_throw: see text
description:
<p>You take a mental journey through the doors of perception to enter an altered state of consciousness. Despite this hallucinatory transmigration being entirely unreal, your mind and body fully react to it. You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Alchemical-">alchemical bonus</a> to a random ability score, as well as a corresponding –2 penalty. If the bonus applies to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, the penalty applies to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, and vice versa. If the bonus applies to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, the penalty applies to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, and vice versa. If the bonus applies to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, the penalty applies to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, and vice versa. Each round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can explore the nooks and crannies of your imagination to further alter your corporal self. If you do so, attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save against the spell’s save DC. If you succeed, randomly select another ability score and change the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Alchemical-">alchemical bonus</a> and associated penalty accordingly. If you fail, you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> for 1 round instead as your mind reels from learning unexpected truths about yourself.</p>


name: Pugwampi’s Grace
level: bard 2, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pugwampi’s hair)
range: short (25 ft. + 5 ft./2 levels)
target: one creature (see below)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins">gremlins</a> known as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins/gremlin-pugwampi">pugwampis</a> infect those around them with a malignant form of unluck—an effect that this spell emulates. If the target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it becomes infused with the so-called “grace of the pugwampi.” A creature affected by this spell must roll two d20s whenever a situation calls for a d20 roll (such as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, a skill check, or a saving throw) and must use the lower of the two results generated. As with the aura shed by actual pugwampies, this spell has no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins">gremlins</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/gnoll">gnolls</a>. The effects of this spell are negated as long as a target gains any sort of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> to a d20 roll (such as those granted by a luckstone or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/divine-favor">divine favor</a>), but the spell’s duration is not impacted by these effects. If the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> goes away before the <i>pugwampi’s grace</i> effect ends, the unluck returns and remains until the spell’s normal duration runs out.</p>


name: Punishing Armor
level: alchemist 1, bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level (D)
saving_throw: Fort negates; see below
spell_resistance: no
description:
<p>You coat yourself with a thin layer of shimmering energy. Any creature dealing <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> to you immediately takes half the amount of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> dealt. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save made by the attacking creature negates this damage.</p>


name: Pup Shape
level: druid 3, sorcerer/wizard 3, witch 3
school: transmutation (polymorph)
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
target: one animal
duration: 1 round/level
saving_throw: Fort negates (and Will special, see text)
spell_resistance: yes
description:
<p>You transform the subject <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> into a Small <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beast</a> (or a magical beast one size category smaller than the original creature, whichever is smaller), creating a young magical version of itself for a short period of time. While in this form, the target has only 1 HD (maximum <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>), and the target takes a –4 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> (minimum 1). The creature also gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and a +2 natural bonus.</p><p>Any nonevil creature that attempts to attack a creature in this form must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw (using the DC of the spell) to overcome feelings of guilt and protectiveness toward the young and innocent-seeming creature. On a failed saving throw, it cannot follow through with the attack, that part of the action is lost, and it can’t directly attack the transformed creature for the duration of the spell or until the spell’s target attacks it. This part of the spell is a mind-affecting (emotion) effect. Evil creatures have no qualms about attacking the target of this spell, in fact, some particularly heinous creatures might go out of their ways to do the target harm.</p>


name: Purge Spirit
level: medium 2, occultist 2, psychic 3, sorcerer/wizard 4, spiritualist 2, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature or haunt
duration: instantaneous
saving_throw: Will partial
spell_resistance: yes
description:
<p>Purge spirit rips away at the target’s spiritual substance, scattering it over a wide area and hampering the target’s ability to reform. The target takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6) and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round. On a successful saving throw, the target takes half damage and is not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>. This spell affects <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/astral-projection/"><em>astrally projected</em></a> creatures, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> creatures, <a href="https://www.d20pfsrd.com/gamemastering/haunts/">haunts</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures, <a href="https://www.d20pfsrd.com/classes/occult-classes/medium/">mediums</a> channeling a spirit, and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/phantom-unfettered/">phantoms</a>, and at the GM’s discretion can affect other spirits or creatures made of ectoplasm.</p><p><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Incorporeal-Ex-">Incorporeal</a> creatures take full damage from <em>purge spirit</em>.</p>


name: Purging Finale
level: bard 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, removing one of the following conditions on a creature within range affected by your bardic performance: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Cowering">cowering</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>.</p>


name: Purified Calling
level: summoner/unchained summoner 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M (a stick of incense)
range: personal
duration: 1 minute
description:
<p>Your eidolon is restored to full health when you summon it. Upon casting this spell, you must immediately begin the ritual to summon your eidolon. Upon completion of the ritual, your eidolon appears at full <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> and without any damage or penalties to its ability scores, regardless of its previous condition. In addition, any temporary negative conditions affecting your eidolon are immediately removed.</p><p>Permanent conditions and ability drain are not affected by this spell.</p>


name: Purify Body
level: alchemist 4, cleric/oracle 4, medium 4, paladin 4, psychic 5, warpriest 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous and 1 hour or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You align the target’s chakras and soothe any unwanted imperfections found within its physical form, leaving its body pristine and without any pain or weakness.</p><p>You restore a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> to the creature equal to 3d8 + 1 per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +20). If the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> would cause the target to exceed its maximum <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, the target immediately gains half the excess <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> from this spell as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> that last for 1 hour. These <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> are lost first when the target takes damage (although some <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> are lost even before these <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>, such as the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> from the <a href="https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo-oracle-mysteries/succor/">shell of succor</a> oracle mystery or the shell of succor hex granted by the restoration spirit specialization).</p><p>This spell also ends any pain effects, removes all physical ability score damage (from <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>), and removes the following conditions: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>.</p>


name: Purify Food and Drink
level: cleric/oracle 0, druid 0, shaman 0
school: transmutation
casting_time: 1 standard action
components: V, S
range: 10 ft.
target: 1 cu. ft./level of contaminated food and water
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by <i>purify food and drink</i>, but the spell has no effect on creatures of any type nor upon magic <a href="https://www.d20pfsrd.com/magic-items/potions">potions</a>. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.</p>


name: Putrefy Food and Drink
level: witch 0
school: transmutation [poison]
casting_time: 1 standard action
components: V, S
range: 10 ft.
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by <i>putrefy food and drink</i>, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.</p><p>Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a Saving Throw.</p>


name: Puzzle Box
level: bard 2, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels) or touch ; see text
target: one creature or one object up to 5 lbs./level
duration: 1 round/level or permanent; see text
saving_throw: Will negates or none
spell_resistance: yes
description:
<p>This spell causes even commonly used objects to become conundrums. When cast on a creature, the target loses all weapon and shield proficiencies. The target also forgets how to use all spell-completion, spell-trigger, and use-activated magic items, as well as any mundane items used as part of a skill check, imposing a –5 penalty on all ability and skill checks attempted with such items. These effects last for 1 round per level. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, the target can attempt a skill check to negate the effects of this spell for one object. Weapons, shields, and mundane objects require a successful <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> skill check of the type required to craft the item in question, with a DC equal to the spell’s save DC. Magic items require a successful <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> or <a href="https://www.d20pfsrd.com/skills/use-magic-device">Use Magic Device</a> skill check against the spell’s save DC.</p><p>Alternatively, this spell can be cast on a single touched object that weighs up to 5 pounds per the caster’s level. Use of this object becomes a puzzle even to those previously familiar with it. Any creature attempting to use an item affected in this way is treated as though the creature was the target of puzzle box for that item only. When cast on an object, the duration of this spell is permanent.</p>


name: Pyrotechnic Eruption
level: bloodrager 3, magus 4, occultist 4, sorcerer/wizard 4
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a pinch of coal)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: see text
saving_throw: Reflex half (see text)
spell_resistance: yes
description:
<p>The caster causes jets of flame to erupt from the ground and surround the target. The target takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6) unless it succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save for half damage. The blaze surrounds the target for the duration of the spell, forcing the creature to attempt a new save each round.</p><p>Each round, the damage dealt is reduced to half as many d6; the spell expires when it would deal no damage. If the target moves, the pyrotechnic eruption follows, even if the target teleports.</p><p>Anyone attempting to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> the target takes damage, using the same amount of dice as the last time the target attempted a save (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half). A creature can take the place of the target by bull rushing or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a> it and switching places. The new creature then automatically takes the current round’s damage with no saving throw and can begin to attempt <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves starting on its next turn.</p>


name: Pyrotechnics
level: bard 2, bloodrager 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (one fire source)
range: long (400 ft. + 40 ft./level)
target: one fire source, up to a 20-ft. cube
duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
saving_throw: Will negates or Fortitude negates; see text
spell_resistance: yes or no; see text
description:
<p><i>Pyrotechnics</i> turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice. The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><div style="margin-left: 40px">
<p><b>Fireworks</b>: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">Spell resistance</a> can prevent blindness.</p>
<p><b>Smoke Cloud</b>: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, is ineffective in or through the cloud. All within the cloud take -4 penalties to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.</p>
</div>


name: Qualm
level: bard 2, inquisitor 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level or until discharged
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target is suddenly beset with unexplainable doubts about the effectiveness of its actions and the righteousness of its cause. The creature takes a –10 penalty on its ability checks, skill checks, and <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks, until the duration ends, or until it spends its entire turn doing absolutely nothing (it spends a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> gaining focus). Spending an entire turn doing nothing discharges the spell.</p>


name: Quell Energy
level: druid 3, inquisitor 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will partial
spell_resistance: yes
description:
<p>You reduce the target creature’s ability to tap into a single energy type (acid, cold, electricity, fire, or sonic) of your choice. This reduces damage of the selected type the creature deals with spells, <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, and <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> abilities by 10 points.</p><p>Multiple castings of this spell stack. Damage from sources other than the creature, such as objects and magic items, is not reduced.</p><p>If the damage of one of the creature’s effects is negated entirely, any additional effects associated with that damage (such being <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> by <a href="https://www.d20pfsrd.com/magic/all-spells/q/s/sound-burst" style="font-style: italic">sound burst</a> or set on fire by a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">fire elemental</a>) are also negated. At 13th level, you reduce the target’s damage by 20 points, and at 19th level, you reduce the target’s damage by 30 points.</p><p>If the target succeeds on its saving throw, the spell’s duration is reduced to 1 round.</p>


name: Quench
level: druid 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none or Will negates (object)
spell_resistance: no or yes (object)
description:
<p><i>Quench</i> is often used to put out forest fires and other conflagrations. It extinguishes all non-magical fires in its area. The spell also <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispels</a> any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.</p><p>Each creature with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fire">fire</a> subtype within the area of a <i>quench</i> spell takes 1d6 points of damage per caster level (maximum 10d6, no save allowed).</p><p>Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Artifacts are immune to this effect.</p>


name: Questing Stone
level: bard 4, sorcerer/wizard 4
school: divination
casting_time: 10 minutes
components: V, S, F
range: touch and unlimited
target: one ioun stone touched
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/q/a/arcane-eye"><i>arcane eye</i></a>, except that it uses an <a href="https://www.d20pfsrd.com/magic-items/wondrous-items#TOC-Ioun-Stones">ioun stone</a> as a visible scrying sensor. The <a href="https://www.d20pfsrd.com/magic-items/wondrous-items#TOC-Ioun-Stones">ioun stone</a> moves at the same rate as an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/q/a/arcane-eye"><i>arcane eye</i></a>, and may pass through holes or spaces as small as 2 inches in diameter. It can enter another plane of existence using a gate or similar portal, but the caster loses contact with the sensor should this occur. The enhanced <a href="https://www.d20pfsrd.com/magic-items/wondrous-items#TOC-Ioun-Stones">ioun stone</a> has AC 24, 10 hp, hardness 5, fly speed 30 (perfect), and a +16 Stealth bonus. The stone does not provide you with its normal benefits while you are using it as a scrying sensor.</p>


name: Quick Change
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
level:
alchemist 2, bard 2, bloodrager 2, druid 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner 2, witch 2

description:
<p>If you have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Change-Shape-Su-">change shape</a> special quality, you can revert to your true form as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. If a creature is not aware of your true form, when you use this spell to revert to your true form and attack that creature in the same round, the creature is denied its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to AC against your first attack.</p>


name: Quick Throwing
level: antipaladin 2, bloodrager 2, magus 2, paladin 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Those under the effects of this spell become faster in the use of thrown weapons. They can draw thrown weapons (including rocks if they have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rock-Throwing-Ex-">rock throwing</a> ability) on their bodies or within their space without the need for the <a href="https://www.d20pfsrd.com/feats/combat-feats/quick-draw-combat">Quick Draw</a> feat, allowing them to make their full normal rate of attacks with such weapons. This has no effects on other forms of ranged weapon ammunition.</p>


name: Quieting Weapons
school: illusion (glamer)
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: up to one natural or manufactured weapon per 3 caster levels
duration: 10 minutes/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
bard 4, cleric 4, inquisitor 4, magus 4, occultist 4, psychic 4, ranger 3, sorcerer/wizard 4, spiritualist 4

description:
<p>The target weapons and any ammunition they fire make no sound as part of their normal functions as a weapon. For instance, a <a href="https://www.d20pfsrd.com/equipment/firearms">firearm’s</a> firing would not make an explosive sound, but if you cast this spell on a creature’s bite attack, it would not prevent it from vocalizing from its mouth. The first time a creature is struck by a weapon affected by this spell, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save (SR applies to this effect) or it becomes unable to make noise louder than a whisper (<a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC 10 to hear) whether vocally or by other means for the duration of the effect. Because the creature can still whisper, this doesn’t interfere with verbal spell <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>. Whether it succeeds or fails its saving throw, the creature is immune to further effects from this casting of quieting weapons.</p>


name: Quintessence
level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless) and Will disbelief; see text
spell_resistance: see text
description:
<p>You draw forth the idealized image of the target creature or object, masking any flaws or damage. An injured or ill creature appears healthy, and a damaged object or one with the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition appears intact. However, a corpse masked by quintessence remains obviously <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>, and a completely destroyed object can’t be made to seem whole.</p><p>This <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> has visual and tactile <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>. Careful examination of or handling the target grants a saving throw to disbelieve, but casual observation does not. Using a broken object for its intended purpose automatically reveals the deception. <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a> checks to assess the value of an object affected by <em>quintessence</em> estimate the value as an item of its type in perfect condition, unless the appraiser disbelieves the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>.</p><p>Unwilling targets can negate the spell’s effect on them with successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves or with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>. Those who interact with the target can attempt <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves to see through the <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Glamer">glamer</a>, but <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> doesn’t apply. <em>Quintessence</em> counters and dispels <em><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/decrepit-disguise/">decrepit disguise</a></em>.</p>


name: Quintessence Mastery
level: cleric 8, sorcerer/wizard 8, witch 8
school: transmutation
casting_time: 1 round or 4 hours; see text
components: V, S, F (a staff crafted from the chosen plane’s material worth 2,500 gp)
range: personal or up to 10 10-ft. cubes/level (S)
effect: control over a plane’s terrain and traits
duration: 1 hour/level or 1 day/level; see text
description:
<p>This spell grants the caster limited control over the quintessence of an <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Outer-Planes">Outer Planes</a>. The control granted by quintessence mastery can take one of two forms, depending on the version of the spell cast. Both versions can be cast only on one of the nine <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Outer-Planes">Outer Planes</a>, for it is these planes, not the Transitive or <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Inner-Planes">Inner Planes</a>, that are comprised of quintessence.</p><p>Planewarp: This allows the caster to create various objects or effects. When this spell is cast, you can replicate a number of effects from one or more of the following spells: <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/control-water">control water</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/diminish-plants">diminish plants</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud">fog cloud</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/major-creation">major creation</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/move-earth">move earth</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plant-growth">plant growth</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/secure-shelter">secure shelter</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/soften-earth-and-stone">soften earth and stone</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/spike-growth">spike growth</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/spike-stones">spike stones</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-shape">stone shape</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/transmute-mud-to-rock">transmute mud to rock</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/transmute-rock-to-mud">transmute rock to mud</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-stone">wall of stone</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-thorns">wall of thorns</a>. The total spell levels of effects to be created must not exceed 8. For example, you could use this spell to replicate the effects of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud">fog cloud</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/secure-shelter">secure shelter</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/soften-earth-and-stone">soften earth and stone</a> (since these three spells have levels that add up to 8) or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/diminish-plants">diminish plants</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/spike-stones">spike stones</a> (since these two spells have levels that add up to 7), but not <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/move-earth">move earth</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plant-growth">plant growth</a> (since these two spells have levels that add up to 9).</p><p>If a spell appears on different spell lists at different levels, use the lowest level—<a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/control-water">control water</a>, for example, counts as a 4th-level spell even though it’s a 6th-level spell for <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>.</p><p>This list need not be exhaustive; at the GM’s discretion, this list may be expanded to include similar spells from other sources or similarly themed effects that do not <a href="https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/mimic">mimic</a> specific spells. This version of the spell has a <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> of 1 round and lasts for 1 hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or until its effects are expended.</p><p>Shape Realm: This functions similarly to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-demiplane">create demiplane</a>, except that it alters an equivalent area of the plane the caster is on rather than creating a self-contained realm on the Astral or <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>. You cannot grant the affected area an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> or essence trait opposed by the plane’s traits (such as granting the lawful-aligned trait to a portion of <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Elysium-Chaotic-Good-">Elysium</a>), and the area is not self-contained. At the GM’s discretion, additional restrictions beyond those listed in the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-demiplane">create demiplane</a> spell may limit this spell’s effects, and additional options for customizing the affected area may be available. This version of the spell has a <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> of 4 hours and lasts for 1 day per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. This version of quintessence mastery can be made permanent in the same way and for the same cost as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-demiplane">create demiplane</a>. This version of quintessence mastery does not function within the boundaries of a divine realm.</p>


name: Radiation Ward
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, arcanist 2, cleric/oracle 2, druid 2, hunter 1, ranger 1, shaman 2, sorcerer/wizard 2, warpriest 2

description:
<p>A creature warded by this spell gains a +4 bonus on saving throws against radiation-based effects. In addition, the warded creature is immediately aware when it enters an area of radiation, as well as the radiation level (low, medium, high, or severe) suffusing the area.</p>


name: Rage
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level (D)
saving_throw: none
spell_resistance: yes
level:
alchemist 3, bard 2, bloodrager 3, mesmerist 2, psychic 3, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3

description:
<p>Each affected creature gains a +2 morale bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, a +1 morale bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will" rel="nofollow">Will</a> saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian’s <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> except that the subjects aren’t <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued" rel="nofollow">fatigued</a> at the end of the rage.</p>


name: Raging Rubble
level: bard 3, bloodrager 3, cleric 3, druid 3, sorcerer/wizard 3, witch 3
school: transmutation [earth]
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one swarm of stones
duration: concentration + 2 rounds
saving_throw: none
spell_resistance: yes
description:
<p>You animate an area of rubble, gravel, or other small stones, creating a dangerous, rolling area of debris. The animated rubble has a space of 10 feet and acts like a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a>, damaging (1d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>) and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Distraction-Ex-">distracting</a> (DC 12) anything within it. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can direct the rubble to move up to 10 feet. If the rubble is attacked, treat it as a Medium <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object">animated object</a> with the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1">young creature</a> simple template and the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> subtype.</p>


name: Rags to Riches
level: alchemist 3, bard 3, cleric 4, medium 3, occultist 3, sorcerer/wizard 4, witch 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a bit of burlap wrapped over a copper coin)
range: touch
target: 1 weapon, suit or armor, shield, tool, or skill kit touched/5 levels
duration: 10 minutes/level
saving_throw: Fort negates (object)
spell_resistance: no
description:
<p>The target object is enhanced to function as a masterwork item.</p><p>In addition to any bonuses for the masterwork quality, the object gains other bonuses. Skill kits and other equipment add an additional +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> for every 4 caster levels you possess to skill checks made with them that already receive a bonus from the skill kit. Armor and weapons gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If the object already has an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a>, this bonus increases by 1. If the object of the spell has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a>, that <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> increases by 5.</p>


name: Raiment of Command
level: bard 2, sorcerer/wizard 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
saving_throw: Will
spell_resistance: no
description:
<p>You are cloaked in an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> of authority. Others perceive you to be a legitimate figure of authority, such as a higher-ranking official, a religious figure, or a more powerful warrior. This <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> grants you a +5 bonus on all <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> and <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks. If you attempt to disguise yourself as a specific authority figure whom you have met in person, you gain a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on the <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check and any <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> check related to impersonating that authority figure.</p><p>In addition, others are uncomfortable acting against you. Creatures with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> of 3 or more take a –2 penalty on all opposed checks made against you, such as <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks made to determine if you’re bluffing, or <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks made to notice you when you’re using <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> to sneak (a result of their not wanting to question whether you belong there, and thus giving you the benefit of the doubt).</p>


name: Rain of Arrows
level: sorcerer/wizard 8
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a quiver full of 20 arrows worth 1 gp)
range: long (400 ft. + 40 ft./level)
effect: 15-ft.-radius cloud of arrows
duration: instantaneous
saving_throw: Reflex halves
spell_resistance: no
description:
<p>You point your finger and conjure a cloud of magical arrows that rain down on any creatures and objects in the indicated area.</p><p>You must have line of sight to the intended area. The arrows deal 1d6 points of piercing damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d6) to each creature and object in a 15-foot radius centered on the targeted square or intersection.</p><p>If the arrows used as a material component are all made of the same material (such as <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a>), the arrows created by the spell are also made of that material.</p>


name: Rain of Frogs
level: bard 3, druid 3, psychic 3, shaman 4, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M/DF (a square of red cloth)
range: close (25 ft. + 5 ft./2 levels)
effect: one swarm of poisonous frogs
duration: concentration + 2 rounds
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-swarm/">summon swarm</a>, except you <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> of poisonous frogs. This <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> has the statistics of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede/centipede-swarm">centipede swarm</a>, except it has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> type and its <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> deals <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> instead of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Dexterity damage</a>.</p><h3><span id="Putting_it_all_together8230">Putting it all together…</span></h3><p>To save you the effort of looking up 5 different things, the wording (if combined with <i>summon swarm</i>) would be:</p>


name: Rainbow Pattern
level: bard 4, sorcerer/wizard 4
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V (bard only), S, M (a piece of phosphor), F (a crystal prism); see text
range: medium (100 ft. + 10 ft./level)
effect: colorful lights with a 20-ft.-radius spread
duration: Concentration +1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. <i>Rainbow pattern</i> <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinates</a> a maximum of 24 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> by the pattern.</p><p>With a simple gesture (a free action), you can make the <i>rainbow pattern</i> move up to 30 feet per round (moving its effective point of origin). All <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> creatures follow the moving rainbow of light, trying to remain within the effect. <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">Fascinated</a> creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area, each <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> creature gets a second save. If the view of the lights is completely blocked, creatures who can’t see them are no longer affected.</p><p>The spell does not affect sightless creatures.</p>


name: Raise Animal Companion
level: druid 5, paladin 4, ranger 4
school: conjuration (healing)
casting_time: 1 minute
components: V, S, M (a diamond worth 1,000 gp)
range: touch
target: dead animal companion or bonded mount
duration: instantaneous
saving_throw: none, see text
spell_resistance: yes (harmless)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/raise-dead">raise dead</a>, but it only affects an <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>, familiar, or <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin’s</a> bonded mount.</p>


name: Raise Dead
level: cleric/oracle 5, shaman 6, witch 6
school: conjuration (healing)
casting_time: 1 minute
components: V, S, M (diamond worth 5,000 gp), DF
range: touch
target: dead creature touched
duration: instantaneous
saving_throw: none, see text
spell_resistance: yes (harmless)
description:
<p>You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 1 day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.</p><p>Coming back from the dead is an ordeal. The subject of the spell gains two permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> when it is raised, just as if it had been hit by an <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">energy-draining</a> creature. If the subject is 1st level, it takes 2 points of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ability-Damage-and-Drain-Ex-or-Su-">Constitution drain</a> instead (if this would reduce its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Con</a> to 0 or less, it can’t be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn’t prepare spells (such as a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.</p><p>A raised creature has a number of hit points equal to its current HD. Any ability scores <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">damaged</a> to 0 are raised to 1. Normal <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> and normal <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> are cured in the process of raising the subject, but magical <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">diseases</a> and <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Curses">curses</a> are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.</p><p>A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.</p>


name: Rally Point
level: paladin 1
school: enchantment (compulsion) [emotion, good, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: 5 ft.
area: one 5-ft. square
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You create a spot that has the power to briefly hearten any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> creature who comes into contact with it. A <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> creature who enters this square (even if simply as part of its normal move) gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on attacks, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>, and 2 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> for 1 round. Nongood creatures gain no benefit from this spell.</p><p>A creature cannot benefit more than once from the same casting of this spell.</p>


name: Rampart
level: druid 7, sorcerer/wizard 7
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (a handful of earth)
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none
spell_resistance: no
effect:
10-ft.-high earthen wall, in a line up to 10 ft. long/2 levels, or a circle with radius of up to 3 ft. + 1 ft./level

description:
<p>You create a massive <i>rampart</i> of hard-packed earth and stone 5 feet thick. The <i>rampart</i> cannot be conjured so that it occupies the same space as another creature or object. Each 5-foot-wide section of the <i>rampart</i> has hardness 0 and 180 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. A section of the <i>rampart</i> whose <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> drop to 0 is breached. If a creature tries to break through the <i>rampart</i> with a single attack, the DC for the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check is 60. A creature can climb over the <i>rampart</i> with a DC 20 <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> check.</p>


name: Rapid Repair
level: cleric/oracle 5, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: construct touched
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The targeted <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> 5. This does not stack with any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> already has. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">Fast healing</a> has no effect on a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> that has been brought to 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or destroyed.</p>


name: Raven’s Flight
level: bard 3, druid 3, inquisitor 3, magus 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 swift action
components: V
range: personal
target: you
duration: 1 round
description:
<p>You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn. You gain a fly speed of 50 feet with good maneuverability, and apply appropriate size modifiers (though your ability scores don’t change). Until the beginning of your next turn, you can take only the 5-foot step, move, run, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Withdraw">withdraw</a> actions. If the spell is dispelled while you are still aloft, the power of flight dissipates slowly; you float downward 60 feet on your next turn, then fall any remaining distance.</p>


name: Ray of Enfeeblement
level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: 1 round/level
saving_throw: Fortitude half
spell_resistance: yes
description:
<p>A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score cannot drop below 1. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.</p>


name: Ray of Exhaustion
level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of sweat)
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: 1 min./level
saving_throw: Fortitude partial; see text
spell_resistance: yes
description:
<p>A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.</p><p>The subject is immediately <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a> for the spell’s duration. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save means the creature is only <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p><p>A character that is already fatigued instead becomes exhausted.</p><p>This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.</p>


name: Ray of Frost
level: magus 0, sorcerer/wizard 0
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.</p>


name: Ray of Sickening
level: bloodrager 1, cleric/oracle 1, druid 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: necromancy
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/r/ray-of-exhaustion/" style="font-style: italic">ray of exhaustion</a>, except the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> if it fails its save and unaffected if it makes its save.</p>


name: Read Magic
school: divination
casting_time: 1 standard action
components: V, S, F (a clear crystal or mineral prism)
range: personal
target: you
duration: 10 min./level
level:
antipaladin 1, bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, paladin 1, psychic 0, ranger 1, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

description:
<p>You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of <i>read magic.</i> You can read at the rate of one page (250 words) per minute. The spell allows you to identify a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/glyph-of-warding/">glyph of warding</a></i> with a DC 13 <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check, a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/glyph-of-warding/">greater glyph of warding</a></i> with a DC 16 Spellcraft check, or any <i>symbol</i> spell with a Spellcraft check (DC 10 + spell level).</p><p><i>Read magic</i> can be made permanent with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a></i> spell.</p>


name: Read Weather
level: bard 1, cleric/oracle 1, druid 1, ranger 1, shaman 1, witch 1
school: divination
casting_time: 1 minute
components: V, S, F (a set of marked sticks or bones worth at least 25 gp)
range: personal
target: you
duration: instantaneous
description:
<p>This spell allows you to forecast the weather at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on. This forecast reveals only the weather that would arise naturally, and does not take into account any magical occurrences that might change the weather.</p><h3>Check out the <a href="https://www.d20pfsrd.com/gamemastering/environment/weather/random-weather-generator/">Random Weather Generator!</a></h3>


name: Realm Retribution
level: cleric 8, inquisitor 6
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
<p>All attacks made by the target match your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, counting as either <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a>, good, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a> as appropriate. If your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> includes multiple <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a> good, you select one <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> component to impart to the target. Whenever the target confirms a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> against or takes damage from a creature, that creature must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. On a failed save, the creature is sent to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Outer-Planes">Outer Planes</a> matching your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plane-shift">plane shift</a>, and the spell ends. A <a href="https://www.d20pfsrd.com/classes/hybrid-classes/warpriest">warpriest</a> treats this spell as a 6th-level <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> spell for the purposes of preparing the spell, determining DCs, and so forth.</p>


name: Reaper’s Coterie
level: antipaladin 2, bloodrager 2, cleric 3, inquisitor 3, witch 3
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: weapon touched
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>The target weapon becomes a reservoir of spiritual energy, fueling its destructive power by drawing in a tiny fragment of the essence of each creature it is used to defeat.</p><p>When the targeted weapon is used to reduce a living creature to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, it gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> on damage rolls.</p><p>This bonus increases by 1 for each creature reduced to 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or fewer with that weapon, up to a maximum bonus equal to 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Reboot
level: cleric 5, sorcerer/wizard 5, summoner 4, witch 5
school: transmutation
casting_time: 1 round
components: V, S, F (a ruby worth at least 25 gp per HD of the target construct )
range: close (25 ft. + 5 ft./2 levels)
target: one destroyed construct of up to 2 HD/level
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>Whispering in the dense, information-rich machine language of the First Ones, you bring a destroyed construct back to operational status for a short time, restoring it to 1 hit point. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> can be further healed with spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/m/make-whole">make whole</a>, but it returns to its destroyed state as soon as this spell’s duration expires or it is brought to 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, whichever comes first. As long as the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> is active, it obeys your commands to the best of its ability, fighting on your behalf and carrying out tasks that it is capable of performing.</p><p><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">Constructs</a> with more than twice as many <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> as your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> cannot be targeted by this spell.</p>


name: Rebuke
level: inquisitor 4
school: evocation [sonic]
casting_time: 1 standard action
components: V, S, DF
range: 20 ft.
area: 20-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>Your wrathful words cause physical harm to your enemies.</p><p>Your enemies take 1d8 points of damage per two caster levels (maximum 5d8) and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round. Half of this damage is sonic damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to sonic-based attacks. <i>Rebuke</i> is especially devastating to foes who worship your god, inflicting 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6) and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunning</a> them for 1d4 rounds. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves the damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggering</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunning</a> effect.</p><p>Enemies do not need to hear a <i>rebuke</i> to be harmed by it, but it is negated by magical silence.</p>


name: Rebuke Technology
level: druid 4, sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S, F/DF (powdered fragments of technology)
range: medium (100 ft. + 10 ft./level)
target: one technological object or creature
duration: 1 round/level
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>You shroud the targeted technological object or creature (such as a robot or a nanotech swarm) with magical energy. If the targeted creature fails to resist the spell, it is rendered inert and unusable (or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> in the case of creatures) for the spell’s duration. A creature can attempt a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw to end the effect early at the end of its turn after the first full round it is affected by this spell.</p>


name: Recentering Drone
level: cleric 2, druid 2
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: concentration
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You emit a calming subsonic drone that allows the targets to temporarily refocus and restore their balance when they’re suffering from debilitating conditions. A target with the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> condition ignores the penalties of those conditions for the duration of this spell. A target with one of the following conditions is treated as having the associated lesser condition for the duration of the spell, as shown by the following table.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Condition</th>
<th class="text">Lesser Condition</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Blinded</td>
<td class="text">Dazzled</td>
</tr>
<tr>
<td class="text">Exhausted</td>
<td class="text">Fatigued</td>
</tr>
<tr>
<td class="text">Frightened</td>
<td class="text">Shaken</td>
</tr>
<tr>
<td class="text">Nauseated</td>
<td class="text">Sickened</td>
</tr>
</tbody>
</table><p>At the end of the spell’s duration, the targets are again subject to the appropriate penalties if the original conditions affecting the target are still in effect.</p>


name: Recharge
level: bard 2, cleric 3, magus 3, sorcerer/wizard 3
school: evocation
casting_time: 1 round
components: V, S, M (500 gp of diamond dust)
range: touch
target: object touched
duration: instantaneous
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>You restore up to 1 charge per level to a battery or half that number of charges to a technological item capable of being charged by a battery. If you recharge a battery, there is a 20% chance that the battery is destroyed by the attempt. If you restore more charges than the item can hold, the item must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw or take 1d6 points of electricity damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell.</p>


name: Recharge Innate Magic
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: instantaneous
level:
alchemist 1, bard 1, cleric 1, druid 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1

description:
<p>You channel magic energy into your own aura, recharging your innate magic abilities. You regain one use of all 0-level and 1st-level <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> you can use as a result of a racial trait.</p>


name: Reckless Infatuation
level: bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You fill your target with feelings of intense infatuation for a specific individual known to the target. At the time of the casting, you designate a single creature as the focus of the target’s desire. Thereafter, the target does all it can to remain within 30 feet of the object of its desire. If the target moves outside this range, it gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition until it is again near the focus of its desire. If remaining within 30 feet of the focus of its affection would place the target in obvious physical danger, the target can attempt a second save to break the spell’s effect.</p><p><i>Reckless infatuation</i> counters <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/unadulterated-loathing">unadulterated loathing</a>.</p>


name: Recoil Fire
level: sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (hoof shavings from a mule)
range: close (25 ft. + 5 ft./2 levels)
target: 1 firearm
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>The target firearm suddenly fires of its own volition, even if it is unloaded, generating a recoil so great that the wielder or carrier of the firearm must scramble to hold onto it and becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Flat-Footed">flat-footed</a> until the start of his next turn. If the wielder is already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Flat-Footed">flat-footed</a>, he is instead knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. If the firearm was loaded, that ammunition is wasted.</p>


name: Recorporeal Incarnation
level: sorcerer/wizard 7, witch 7
school: necromancy
casting_time: 10 minutes
components: V, S, F (a gem or crystal worth at least 250 gp)
range: touch
target: one living creature and one corpse
duration: 1 week/level
saving_throw: none
spell_resistance: no
description:
<p>Recorporeal incarnation effectively replaces the target living creature’s body with that of the target corpse. The target corpse must be fresh—either dead for no more than 24 hours or appropriately preserved by an effect such as gentle repose. While casting the spell, you must remain in contact with the corpse while touching the living target with the focus item. As the spell is cast, the dead body’s flesh unravels like ribbons to sheathe the living target, who must be within one size category of the corpse. While the spell is in effect, the focus item must remain within 30 feet of the target living creature.</p><p>The living target gains the physical appearance and size of the corpse, and gains its abilities as defined in alter self as well as any immunities, weapon proficiencies, weaknesses, and spell resistance the dead target had while living. The living target gains a +20 circumstance bonus on Disguise checks to impersonate the individual whose corpse is targeted by this spell. The disguise created by recorporeal incarnation lasts for a number of weeks equal to your caster level, or until the focus item is moved more than 30 feet away from the living target. When the effect ends, the living target returns to its normal form, sloughing off the corpse’s flesh.</p><p>The greatest strength of recorporeal incarnation is the difficulty of detecting it as a disguise. If subjected to detect magic, the living target sheds no magical aura, though the focus item gives off an aura of strong necromantic magic. True seeing does not reveal the living target’s true form, since the corpse’s flesh magically obscures it. The spell detect undead and similar effects indicate the living target is an undead creature, but the target is not truly undead, and is not affected by any other effects that target undead creatures. Recorporeal incarnation does not disguise the target’s alignment.</p><p>If the living target of recorporeal incarnation dies while the spell is in effect, the spell continues. Any raise dead or similar spell cast upon that target resurrects that target, not the corpse flesh. Since recorporeal incarnation destroys the majority of the target corpse’s physical remains, the target corpse cannot be restored to life except by miracle, resurrection, true resurrection, or wish.</p><p>Recorporeal incarnation can be made permanent by a 15th level caster using permanency with a material component worth 17,500 gp.</p>


name: Red Hand of The Killer
school: necromancy
casting_time: 1 standard action
components: V, S, M (a black candle ), F (a corpse slain no more than 1 day ago per caster level )
range: see text
target: one creature
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
bard 4, cleric 4, inquisitor 4, medium 3, occultist 4, paladin 4, psychic 5, sorcerer/wizard 5, spiritualist 4, witch 5

description:
<p>Drawing upon the spiritual link between a corpse and its killer, you reach out across space to brand the killer of the corpse you used as a focus for this spell, creating a physical manifestation of the killer’s guilt.</p><p>The killer’s right hand becomes stained indelibly red, and this stain can’t be removed (although it can be hidden by magical or mundane means, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disguise-self">disguise self</a> or by wearing gloves). If the killer is not <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>, or doesn’t have a right hand for some other reason, the spell instead causes a red stain in the shape of a hand to appear elsewhere on the creature’s body (typically on the chest).</p><p>This spell affects only the creature that directly killed the targeted corpse. Other individuals that contributed to the target’s death are unaffected, and if the victim did not die from violence or died indirectly (for instance, if the creature died from suffocating after someone trapped it in a room filling with water), then the spell has no effect. The killer can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to resist the spell’s effects. Distance is not a factor, but the killer must be on the same plane as you at the time you cast the spell, or the spell fails. Once a corpse has acted as the focus for red hand of the killer, it can never act as the focus for another casting of red hand of the killer.</p>


name: Redcap’s Touch
level: antipaladin 4, bloodrager 4, druid 6, ranger 4, shaman 6, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (1 ounce of blood)
range: touch
target: one non-magical hat touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You infuse the target with the blood used as a material component, imparting malicious power. As long as the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Hat">hat</a> is worn (occupying the wearer’s head slot as though it were a magic item), it grants its wearer a +2 bonus on damage rolls and causes the wearer to regain 1d4 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> whenever they deal the killing blow to a living creature.</p>


name: Reduce Animal
level: druid 2, ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one willing animal of Small, Medium, Large, or Huge size
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/reduce-person">reduce person</a></i>, except that it affects a single willing animal. Reduce the damage dealt by the animal’s natural attacks as appropriate for its new size (see <b>Table: Tiny and Large Weapon Damage</b> to adjust damage for size).</p><table border="1" cellpadding="5"><caption>Table: Weapon Damage Size Conversion</caption>
<thead>
<tr>
<th class="text">Tiny Weapon Damage</th>
<th class="text">Small Weapon Damage</th>
<th class="text">Medium Weapon Damage</th>
<th class="text">Large Weapon Damage</th>
<th class="text">Huge Weapon Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td class="marker">—</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
</tr>
<tr>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
</tr>
<tr>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
</tr>
<tr>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
</tr>
<tr>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">3d6</td>
</tr>
<tr>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">1d10</td>
<td class="number">2d8</td>
<td class="number">3d8</td>
</tr>
<tr>
<td class="number">1d8</td>
<td class="number">1d10</td>
<td class="number">1d12</td>
<td class="number">3d6</td>
<td class="number">4d6</td>
</tr>
<tr>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">2d4</td>
<td class="number">2d6</td>
<td class="number">3d6</td>
</tr>
<tr>
<td class="number">1d8</td>
<td class="number">1d10</td>
<td class="number">2d6</td>
<td class="number">3d6</td>
<td class="number">4d6</td>
</tr>
<tr>
<td class="number">1d10</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
<td class="number">3d8</td>
<td class="number">4d8</td>
</tr>
<tr>
<td class="number">2d6</td>
<td class="number">2d8</td>
<td class="number">2d10</td>
<td class="number">4d8</td>
<td class="number">6d8</td>
</tr>
</tbody>
</table>


name: Reduce Person
school: transmutation
casting_time: 1 round
components: V, S, M (a pinch of powdered iron)
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 min./level (D)
saving_throw: Fortitude negates
spell_resistance: yes
level:
alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

description:
<p>This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, a -2 size penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> (to a minimum of 1), and a +1 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat/#TOC-Armor-Class">AC</a> due to its reduced size.</p><p>A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.</p><p>All equipment worn or carried by a creature is similarly reduced by the spell.</p><p>Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any <i>reduced</i> item that leaves the <i>reduced</i> creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).</p><p>Multiple magical effects that reduce size do not stack. <i>Reduce person</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person/"><i>enlarge person</i></a>.</p><p><i>Reduce person</i> can be made permanent with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a></i> spell.</p><table border="1" cellpadding="5"><caption>Table: Weapon Damage Size Conversion</caption>
<thead>
<tr>
<th class="text">Tiny Weapon Damage</th>
<th class="text">Small Weapon Damage</th>
<th class="text">Medium Weapon Damage</th>
<th class="text">Large Weapon Damage</th>
<th class="text">Huge Weapon Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td class="marker">—</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
</tr>
<tr>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
</tr>
<tr>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
</tr>
<tr>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
</tr>
<tr>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">3d6</td>
</tr>
<tr>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">1d10</td>
<td class="number">2d8</td>
<td class="number">3d8</td>
</tr>
<tr>
<td class="number">1d8</td>
<td class="number">1d10</td>
<td class="number">1d12</td>
<td class="number">3d6</td>
<td class="number">4d6</td>
</tr>
<tr>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">2d4</td>
<td class="number">2d6</td>
<td class="number">3d6</td>
</tr>
<tr>
<td class="number">1d8</td>
<td class="number">1d10</td>
<td class="number">2d6</td>
<td class="number">3d6</td>
<td class="number">4d6</td>
</tr>
<tr>
<td class="number">1d10</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
<td class="number">3d8</td>
<td class="number">4d8</td>
</tr>
<tr>
<td class="number">2d6</td>
<td class="number">2d8</td>
<td class="number">2d10</td>
<td class="number">4d8</td>
<td class="number">6d8</td>
</tr>
</tbody>
</table><div style="margin-left: 40px;">


name: Refine Improvised Weapon
level: cleric 1, inquisitor 1, ranger 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one improvised weapon
duration: 1 hour/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You transform an improvised weapon into an equivalent simple or martial weapon of masterwork quality. This effect does not alter the weapon’s shape or appearance in any way. For example, if this spell is cast on a chair leg, a butter knife, or a pitchfork, the items function as a masterwork <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/club">club</a>, a masterwork <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/dagger">dagger</a>, or a masterwork <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/trident">trident</a>, respectively, but the items look no different than they did before the spell was cast.</p>


name: Reflexive Barrier
level: magus 3, psychic 3
school: evocation [force]
casting_time: 1 immediate action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round (see text)
saving_throw: none (harmless)
spell_resistance: no (harmless)
description:
<p>In the blink of an eye, you erect a deflective barrier of force to protect one target.</p><p>The target gains a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to its AC equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. This bonus lasts until the beginning of your next turn. You can cast this spell as a reaction to an attack, but you must do so before the result of the attack is revealed.</p>


name: Refuge
level: cleric/oracle 7, sorcerer/wizard 9, witch 9
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (a prepared object worth 1,500 gp)
range: touch
target: object touched
duration: permanent until discharged
saving_throw: none
spell_resistance: no
description:
<p>When you cast this spell, you create powerful magic in a specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is so enhanced, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar or animal companion that is touching the subject).</p><p>You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the <i>refuge</i> spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.</p>


name: Regenerate
level: cleric/oracle 7, druid 9, shaman 7, witch 7
school: conjuration (healing)
casting_time: 3 full rounds
components: V, S, DF
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.</p><p><i>Regenerate</i> also cures 4d8 points of damage + 1 point per caster level (maximum +35), rids the subject of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhaustion</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a>, and eliminates all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> the subject has taken. It has no effect on nonliving creatures (including undead).</p>


name: Reincarnate
level: druid 4, shaman 4, witch 5
school: transmutation
casting_time: 10 minutes
components: V, S, M (oils worth 1,000 gp), DF
range: touch
target: dead creature touched
duration: instantaneous
saving_throw: none, see text
spell_resistance: yes (harmless)
description:
<p>With this spell, you bring back a dead creature in another body, provided that its death occurred no more than 1 week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.</p><p>Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.</p><p>A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer necessarily of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject of the spell gains two permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> when it is reincarnated. If the subject is 1st level, it takes 2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">drain</a> instead (if this would reduce its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Con</a> to 0 or less, it can’t be reincarnated). A character who died with spells prepared has a 50% chance of losing any given spell upon being reincarnated. A spellcasting creature that doesn’t prepare spells (such as a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.</p><p>It’s possible for the change in the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is advised to become a multiclass character.</p><p>For a humanoid creature, the new incarnation is determined using the table below. For non-humanoid creatures, a similar table of creatures of the same type should be created.</p><p>A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be reincarnated. The spell can bring back a creature that has died of old age.</p><p>The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form.</p><p>A <a href="https://www.d20pfsrd.com/magic/all-spells/r/w/wish" style="font-style: italic">wish</a> or a <a href="https://www.d20pfsrd.com/magic/all-spells/r/m/miracle" style="font-style: italic">miracle</a> spell can restore a reincarnated character to his or her original form.</p><table border="1" cellpadding="5">
<caption>
   Official 
 </caption>
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Incarnation</th>
<th class="text">Str</th>
<th class="text">Dex</th>
<th class="text">Con</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">01</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/bugbear">Bugbear</a></td>
<td class="number">+4</td>
<td class="number">+2</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="number">02-13</td>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/dwarf">Dwarf</a></td>
<td class="number">+0</td>
<td class="number">+0</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="number">14-25</td>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/elf">Elf</a></td>
<td class="number">+0</td>
<td class="number">+2</td>
<td class="number">-2</td>
</tr>
<tr>
<td class="number">26</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/gnoll">Gnoll</a></td>
<td class="number">+4</td>
<td class="number">+0</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="number">27-38</td>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/gnome">Gnome</a></td>
<td class="number">-2</td>
<td class="number">+0</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="number">39-42</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/goblin">Goblin</a> (ARG <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin">Goblin</a>)</td>
<td class="number">-2</td>
<td class="number">+2</td>
<td class="number">+0</td>
</tr>
<tr>
<td class="number">43-52</td>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/half-elf">Half-elf</a></td>
<td class="number">+0</td>
<td class="number">+2</td>
<td class="number">+0</td>
</tr>
<tr>
<td class="number">53-62</td>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/half-orc">Half-orc</a></td>
<td class="number">+2</td>
<td class="number">+0</td>
<td class="number">+0</td>
</tr>
<tr>
<td class="number">63-74</td>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/halfling">Halfling</a></td>
<td class="number">-2</td>
<td class="number">+2</td>
<td class="number">+0</td>
</tr>
<tr>
<td class="number">75-89</td>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/human">Human</a></td>
<td class="number">+0</td>
<td class="number">+0</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="number">90-93</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/kobold">Kobold</a> (ARG <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-kobold">Kobold</a>)</td>
<td class="number">-4</td>
<td class="number">+2</td>
<td class="number">-2</td>
</tr>
<tr>
<td class="number">94</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/lizardfolk">Lizardfolk</a></td>
<td class="number">+2</td>
<td class="number">+0</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="number">95-98</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orcs/orc">Orc</a> (ARG <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-orc">Orc</a>)</td>
<td class="number">+4</td>
<td class="number">+0</td>
<td class="number">+0</td>
</tr>
<tr>
<td class="number">99</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/troglodyte">Troglodyte</a></td>
<td class="number">+0</td>
<td class="number">-2</td>
<td class="number">+4</td>
</tr>
<tr>
<td class="number">100</td>
<td class="text">Other (GM’s choice)</td>
<td class="text">?</td>
<td class="text">?</td>
<td class="text">?</td>
</tr>
</tbody>
</table><h3>Unofficial Table</h3><p>The info below is unofficial and was compiled by Ramiro Murga, <a href="https://docs.google.com/spreadsheets/d/1ioZhqM-YW1OVftIyPbMGjWwpiQom9C5w25YRhnhk1Vs/edit#gid=166678524" target="_blank">and originally appeared here</a>.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Race</th>
<th class="text">d%</th>
<th class="text">Str</th>
<th class="text">Dex</th>
<th class="text">Con</th>
<th class="text">Size &amp; Speed</th>
<th class="text">Senses</th>
<th class="text">Traits lost/gained</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar">Aasimar</a></td>
<td class="number">1-2</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Type <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">Outsider</a>), celestial resistance, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/android-16-rp">Android</a></td>
<td class="number">3</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="marker">–</td>
<td class="text">Alert, exceptional senses, constructed, nanite surge</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/bugbear">Bugbear</a></td>
<td class="number">4</td>
<td class="number">+4</td>
<td class="number">+2</td>
<td class="number">+2</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="marker">–</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-catfolk">Catfolk</a></td>
<td class="number">5</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Low-light vision</td>
<td class="text">Cat’s luck, natural hunter, sprinter</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-changeling">Changeling</a></td>
<td class="number">6</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="number">-2</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Natural armor, claws, inherited trait (1 at random)</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-dhampir">Dhampir</a></td>
<td class="number">7</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="number">-2</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′), low-light vision</td>
<td class="text">Undead resistance, resist level drain, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Negative-Energy-Affinity-Ex-">negative energy affinity</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-drow">Drow</a></td>
<td class="number">8-9</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="number">-2</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (120′)</td>
<td class="text">Keen Senses, immunities, spell resistance, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Blindness-Ex-">light blindness</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-duergar">Duergar</a></td>
<td class="number">10</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="text">Medium, 20′ (slow &amp; steady)</td>
<td class="text">Darkvision (120′)</td>
<td class="text">Duergar immunities, stability, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/dwarf">Dwarf</a></td>
<td class="number">11-18</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="text">Medium, 20′ (slow &amp; steady)</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Hardy, Stability</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/elf">Elf</a></td>
<td class="number">19-26</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="number">-2</td>
<td class="text">Medium, 30′</td>
<td class="text">Low-light vision</td>
<td class="text">Elven immunities, keen senses</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-fetchling">Fetchling</a></td>
<td class="number">27</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′), low-light vision</td>
<td class="text">Shadow blending, shadowy resistance, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/gathlain-12-rp">Gathlain</a></td>
<td class="number">28</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="number">-2</td>
<td class="text">Small, 30′ (fly 30′)</td>
<td class="text">Low-light vision</td>
<td class="text">Type, natural armor, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/ghoran-19-rp">Ghoran</a></td>
<td class="number">29</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="text">Medium, 30′</td>
<td class="marker">–</td>
<td class="text">Type, delicious, natural armor, natural magic, ghorus seed, light-dependent<br/> </td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-gillmen">Gillmen</a></td>
<td class="number">30</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="text">Medium, 30′ (swim 30′)</td>
<td class="marker">–</td>
<td class="text">Type, enchantment resistance, water-dependent, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amphibious-Ex-">Amphibious</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/gnoll">Gnoll</a></td>
<td class="number">31</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Natural armor</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/gnome">Gnome</a></td>
<td class="number">32-39</td>
<td class="number">-2</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="text">Small, 20′</td>
<td class="text">Low-light vision</td>
<td class="text">Illusion resistance, keen senses, gnome magic</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-goblin">Goblin</a></td>
<td class="number">40-41</td>
<td class="number">-2</td>
<td class="number">+4</td>
<td class="marker">–</td>
<td class="text">Small, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="marker">–</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-grippli">Grippli</a></td>
<td class="number">42</td>
<td class="number">-2</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Small, 30′ (climb 20′)</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Camouflage, swamp stride</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/half-elf">Half-Elf</a></td>
<td class="number">43-46</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Low-light vision</td>
<td class="text">Elven immunities, keen senses</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/half-orc">Half-orc</a></td>
<td class="number">47-50</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Intimidating, orc ferocity, orc blood</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/halfling">Halfling</a></td>
<td class="number">51-58</td>
<td class="number">-2</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Small, 20′</td>
<td class="marker">–</td>
<td class="text">Halfling luck, sure-footed, keen senses</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-hobgoblin">Hobgoblin</a></td>
<td class="number">59</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="number">+2</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="marker">–</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/core-races/human">Human</a></td>
<td class="number">60-69</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="text">Medium, 30′</td>
<td class="marker">–</td>
<td class="marker">–</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-ifrit">Ifrit</a></td>
<td class="number">70</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Type, energy resistance, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, fire affinity</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/kasatha-20-rp">Kasatha</a></td>
<td class="number">71</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="marker">–</td>
<td class="text">Desert runner, jumper, multi-armed</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-kitsune">Kitsune</a></td>
<td class="number">72</td>
<td class="number">-2</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Low-light vision</td>
<td class="text">Type, agile, change shape, kitsune magic, natural weapon</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-kobold">Kobold</a></td>
<td class="number">73-74</td>
<td class="number">-4</td>
<td class="number">+2</td>
<td class="number">-2</td>
<td class="text">Small, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Armor, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/lashunta-11-rp">Lashunta</a></td>
<td class="number">75</td>
<td class="number">*+2</td>
<td class="marker">–</td>
<td class="number">*-2</td>
<td class="text">Medium, 30′</td>
<td class="marker">–</td>
<td class="text">Lashunta magic, limited <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">Telepathy</a>, sexual dimorphism (male +2 Str, female -2 Con)</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/lizardfolk">Lizardfolk</a></td>
<td class="number">76</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="text">Medium, 30′ (swim 30′)</td>
<td class="marker">–</td>
<td class="text">Natural armor, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-merfolk">Merfolk</a></td>
<td class="number">77</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="number">+2</td>
<td class="text">Medium, 5 (swim 50)</td>
<td class="text">Low-light vision</td>
<td class="text">Type, armor, legless, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amphibious-Ex-">amphibious</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-nagaji">Nagaji</a></td>
<td class="number">78</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Low-light vision</td>
<td class="text">Armored scales, resistant, serpent’s senses</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-orc">Orc</a></td>
<td class="number">79-80</td>
<td class="number">+4</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Ferocity, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-oread">Oread</a></td>
<td class="number">81</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="text">Medium, 20′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Type, energy resistance, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, earth affinity</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-ratfolk">Ratfolk</a></td>
<td class="number">82-83</td>
<td class="number">-2</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Small, 20′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Rodent empathy, swarming</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-samsaran">Samsaran</a></td>
<td class="number">84</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="number">-2</td>
<td class="text">Medium, 30′</td>
<td class="text">Low-light vision</td>
<td class="text">Lifebound, samsaran magic</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/shabti">Shabti</a></td>
<td class="number">85</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Immortal, immune to undead, resist level drain, shattered soul, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-strix">Strix</a></td>
<td class="number">86</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′ (fly 60′)</td>
<td class="text">Darkvision (60′), low-light vision</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/nocturnal-template">Nocturnal</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-suli">Suli</a></td>
<td class="number">87</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Low-light vision</td>
<td class="text">Type, energy resistance, elemental assault (element at random)</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-svirfneblin">Svirfneblin</a></td>
<td class="number">88</td>
<td class="number">-2</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Small, 20′</td>
<td class="text">Darkvision (120), low-light vision</td>
<td class="text">Fortunate, spell resistance, svirfneblin magic</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-sylph">Sylph</a></td>
<td class="number">89</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="number">-2</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Type, energy resistance, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, air affinity</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/syrinx-16-rp">Syrinx</a></td>
<td class="number">90</td>
<td class="marker">–</td>
<td class="number">-2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′ (fly 60′)</td>
<td class="text">Darkvision (60′), low-light vision</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/nocturnal-template">Nocturnal</a>, speak with avians</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-tengu">Tengu</a></td>
<td class="number">91-92</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="number">-2</td>
<td class="text">Medium, 30′</td>
<td class="text">Low-light vision</td>
<td class="text">Sneaky, natural weapons</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling">Tiefling</a></td>
<td class="number">93-94</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Type <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">Outsider</a>), fiendish resistance, skilled, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, fiendish sorcery</td>
</tr>
<tr>
<td class="text">Troglodyte</td>
<td class="number">95</td>
<td class="marker">–</td>
<td class="number">-2</td>
<td class="number">+4</td>
<td class="text">Medium, 30′</td>
<td class="text">Darkvision (90)</td>
<td class="text">Stench aura, natural AC (+6), +4 <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> in rocky areas</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-undine">Undine</a></td>
<td class="number">96</td>
<td class="number">-2</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′ (swim 30′)</td>
<td class="text">Darkvision (60′)</td>
<td class="text">Type, energy resistance, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, water affinity</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-vanaras">Vanara</a></td>
<td class="number">97</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′ (climb 20′)</td>
<td class="text">Low-light vision</td>
<td class="text">Nimble, prehensile tail</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-vishkanyas">Vishkanya</a></td>
<td class="number">98</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′</td>
<td class="text">Low-light vision</td>
<td class="text">Poison resistance, keen senses, limber, toxic</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/wyrwood-20-rp">Wyrwood</a></td>
<td class="number">99</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Small, 30′</td>
<td class="text">Darkvision (60′), low-light vision</td>
<td class="text">Type</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/races/other-races/more-races/advanced-races-11-20-rp/wyvaran-17-rp">Wyvaran</a></td>
<td class="number">100</td>
<td class="marker">–</td>
<td class="number">+2</td>
<td class="marker">–</td>
<td class="text">Medium, 30′ (fly 30′)</td>
<td class="text">Darkvision (60′), low-light vision</td>
<td class="text">Type, natural attack</td>
</tr>
</tbody>
</table>


name: Reincarnate Spy
level: druid 6, shaman 6, witch 7
school: conjuration (healing)
casting_time: 10 minutes
components: V, S, DF, M (oils worth 2,500 gp and a possession or piece of the body of the creature to resemble)
range: touch
target: dead creature touched
duration: instantaneous
saving_throw: none (see text)
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/reincarnate">reincarnate</a> except that you can cause the new body to resemble a particular creature, matching its age category and sex and rerolling any race result that would be the wrong size category. The subject further gains a +5 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks to impersonate the chosen creature due to similar features, although it might take a penalty for being the wrong race.</p><p>The spell automatically leaves you with a small piece of the creature’s new body, typically a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Lock">lock</a> of hair (useful for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/s/scrying">scrying</a> and other such spells).</p>


name: Reinforce Armaments
level: cleric 1, magus 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a metal pin)
range: touch
target: one armor suit or weapon touched
duration: 10 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You reinforce a weapon or armor suit to give it a temporarily upgrade or mitigate the fragile quality. A suit of armor or weapon touched that has the fragile quality is not considered to have the fragile quality for the spell’s duration. Normal armor suits or weapons subjected to this spell instead gain the masterwork quality for the spell’s duration and their <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> is doubled. If this spell is cast on masterwork or magical armor or weapons, their <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> is doubled for the duration of the spell.</p><a name="greater"></a>


name: Reinvigorating Wind
level: bard 2, druid 3, hunter 3, shaman 2, skald 2, witch 3
school: enchantment (compulsion) [air, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a flower petal)
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You exhale deeply, creating a gentle magical wind that invigorates any allies in the affected area, as follows. Any sleeping allies immediately wake up. Fascinated allies are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> free of the <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Fascinate-Su-">fascinate</a> effect. Flat-footed allies no longer count as <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Flat-Footed">flat-footed</a> even if they have not acted yet. The duration of effects that cause any allies to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, slowed, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> is decreased by 1d4 rounds (roll separately for each target). If the duration of any such effect is reduced to 0 rounds or fewer, the effect ends for that ally. Finally, any allies lying <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> may stand up as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, provoking <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> as normal.</p>


name: Rejuvenate Eidolon
level: summoner/unchained summoner 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M (a drop of your blood)
range: touch
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <i>lesser rejuvenate eidolon</i>, except that it cures 3d10 points of damage +1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10). </p>


name: Release The Hounds
level: bard 5, druid 5, shaman 5, sorcerer/wizard 5, summoner 5, witch 5
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M/DF (shards of a canine’s fang)
range: close (25 ft. + 5 ft./2 levels)
effect: one pack of canines
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell summons a pack of canines that respond to the spellcaster’s commands and act in perfect unison, causing them to function like a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a>. The pack uses the statistics for a <a href="https://www.d20pfsrd.com/bestiary/monster-listin/magical-beasts/winter-wolf">winter wolf</a>, except it loses its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a>, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Cold">cold</a> subtype, and its cold special attack and gains the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> subtype, a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> attack that deals 3d6 points of damage, and the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Distraction-Ex-">distraction</a> special attack (DC 17). Whenever the pack damages an opponent with its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> attack, it can immediately attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check against that creature with its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> special attack. The pack does not gain any <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to damage and can be attacked by effects that target a specific number of creatures, though such attacks deal 1/4 the normal amount of damage (25%) and effects that don’t deal hit point damage are only 25% likely to work.</p>


name: Reloading Hands
level: magus 2, ranger 2, sorcerer/wizard 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: touch
target: projectile weapon touched
duration: 1 round/ caster level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>Once per round, phantom hands load a single <a href="https://www.d20pfsrd.com/equipment/weapons#TOC-Melee-and-Ranged-Weapons">ranged weapon</a> or <a href="https://www.d20pfsrd.com/equipment/weapons/firearms">firearm</a> with conjured ammunition. This ammunition counts as magical for overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> and attacking <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures, but is the standard for its type (a normal bullet or pellets and black powder in the case of firearms). Conjured ammunition ceases to exist 1 round after it is removed from the weapon, or at the end of the duration, whichever comes first.</p>


name: Remarkable Legerdemain
level: bard 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>While this spell is in effect, your body and clothing flutter and distort subtly, allowing you to conceal items with uncanny skill.</p><p>You treat any object you can hold in one hand as a coin-sized object for the purposes of <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> checks to palm the object or make it disappear; however, you can hide only one such item per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> on your person at one time. This effect does not change the actual sizes of the objects.</p>


name: Remote Viewing
level: medium 4, occultist 5, psychic 5, spiritualist 5
school: divination (scrying)
casting_time: 1 hour
components: V, S, M (incense)
range: see text
target: you
duration: instantaneous
description:
<p>Your body enters a trance as you send your psychic senses to a distant location and gain psychic impressions of that location. You must specify the distance and direction to the location you desire to view remotely. This spell doesn’t allow you to see the visual appearance of the location’s surface, so it isn’t useful for casting spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/t/teleport">teleport</a>, but it grants you a psychic impression of the location, which could give you deeper information. For example, a forest that is home to a tight-knit community of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> might appear as a city in the trees, or a beautiful palace ruled by an evil king and warded by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/f/forbiddance">forbiddance</a> might appear as a dark fortress encased in insubstantial chains.</p><p>During the 1 hour <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> of remote viewing, your real body is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>, and you are unaware of its surroundings.</p>


name: Remove Blindness/Deafness
level: alchemist 3, cleric/oracle 3, paladin 3, shaman 3, witch 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p><i>Remove blindness/deafness</i> cures <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blindness</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafness</a> (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.</p><p><i>Remove blindness/deafness</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/b/blindness-deafness"><i>blindness/deafness</i></a>.</p>


name: Remove Curse
level: bard 3, cleric/oracle 3, inquisitor 3, paladin 3, shaman 3, sorcerer/wizard 4, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p><i>Remove curse</i> can remove all <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Curses">curses</a> on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Curses">curse</a> affecting the target. Success means that the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Curses">curse</a> is removed. <i>Remove curse</i> does not remove the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Curses">curse</a> from a <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Curses">cursed</a> shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Curses">cursed</a> item to remove and get rid of it.</p><p><i>Remove curse</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/b/bestow-curse"><i>bestow curse</i></a>.</p>


name: Remove Disease
level: alchemist 3, cleric/oracle 3, inquisitor 3, druid 3, ranger 3, shaman 3, witch 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p><i>Remove disease</i> can cure all <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">diseases</a> from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.</p><p>Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> at a later date.</p>


name: Remove Fear
level: bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You instill courage in the subject, granting it a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> against <a href="https://www.d20pfsrd.com/gamemastering/other-rules/fear/">fear effects</a> for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.</p><p><i>Remove fear</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/cause-fear/"><i>cause fear</i></a>.</p>


name: Remove Paralysis
level: cleric/oracle 2, inquisitor 2, paladin 2, shaman 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You can free one or more creatures from the effects of temporary <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralysis</a> or related magic, including spells and effects that cause a creature to gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition. If the spell is cast on one creature, the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralysis</a> is negated. If cast on two creatures, each receives another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save with a +2 resistance bonus.</p><p>The spell does not restore <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores">ability scores</a> reduced by <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Penalties">penalties</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">damage</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">drain</a>.</p>


name: Remove Radioactivity
level: bard 4, cleric 4, druid 4, inquisitor 4, paladin 4, ranger 4, witch 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: instantaneous
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>You remove all ongoing radiation effects, both primary and secondary, on a single target if you succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC = the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> DC associated with the radiation effect). In addition, you immediately restore 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Constitution drain</a> and 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Strength drain</a> caused by radiation—this spell cannot restore <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> or drain caused by other sources. When cast on an area, a single casting of remove radioactivity removes radiation from a 20-foot-radius area around the point you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a>. This spell has no power to negate naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return.</p><div style="margin-left:20px">


name: Remove Sickness
level: cleric/oracle 1, druid 1, witch 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level; see text
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You quell feelings of illness and nausea in the target, giving it a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> against <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>, nausea, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.</p>


name: Rend Body I
level: psychic 5
school: evocation
casting_time: 1 full-round action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>You lacerate the body of the target creature with telekinetic force, rending it limb from limb. The target creature takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have (maximum 10d6 points of damage). If this spell deals an amount of damage to the target equal to more than half its maximum hit point total, one of the target’s limbs (determined randomly) is gruesomely ripped from the target’s body and flies 15 feet away from the creature in a random direction. The target then takes 1 point of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage per 2 caster levels you have. The bleeding can be stopped by a successful DC 15 <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check or the application of any effect that heals hit point damage, but the limb can be restored only by powerful <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> effects such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heal">heal</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a>. If the damage reduces the target’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> to below 0, all of its limbs are affected in this fashion.</p><p>Creatures without discernible anatomy or limbs are unaffected by rend body.</p><div style="margin-left:20px">


name: Renovation
level: bard 5, sorcerer/wizard 4
school: transmutation
casting_time: 8 hours
components: V, S, M (silver dust worth 1,000 gp)
range: touch
target: one unoccupied structure
duration: instantaneous
saving_throw: none (object; see text)
spell_resistance: no
description:
<p>Upon casting this spell, you permanently rearrange and resize the rooms in a building you constructed as a downtime activity. You may reorganize and remap the building however you please, as if each room had just been constructed and is being positioned for the first time. You cannot make any changes to a building that changes how much a room would cost to create or that alters the benefits a room provides.</p><p>The structure also must remain in the same general position within the district. If you don’t wholly own the structure, all of the structure’s owners must consent to the changes being made before the spell is cast; otherwise, it fails immediately.</p>


name: Repair Undead
level: sorcerer/wizard 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: one undead creature touched (see text)
duration: instantaneous
saving_throw: Will half (harmless)
spell_resistance: yes (harmless)
description:
<p>When you touch an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, you <a href="https://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-">channel negative energy</a> that heals 1d8 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +5). This spell has no effect on living creatures, except those that are healed by negative energy are also healed by the spell.</p><div style="margin-left:20px">


name: Repel Metal or Stone
level: druid 8
school: abjuration [earth]
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: 60-ft. line from you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell creates waves of invisible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.</p><p>Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a> blocks the effects. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.</p><p>The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.</p>


name: Repel Vermin
level: bard 4, cleric/oracle 4, druid 4, ranger 3, shaman 4
school: abjuration [pain]
casting_time: 1 standard action
components: V, S, DF
range: 10 ft.
area: 10-ft.-radius emanation centered on you
duration: 10 min./level (D)
saving_throw: none or Will negates; see text
spell_resistance: yes
description:
<p>An invisible barrier holds back vermin. A vermin with HD of less than one-third your level cannot penetrate the barrier.</p><p>A vermin with HD of one-third your level or more can penetrate the barrier if it succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.</p>


name: Repel Wood
level: druid 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: 60-ft. line-shaped emanation from you
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.</p><p>Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action. If a spear is planted (set) in a way that prevents this forced movement, it splinters. Even magic items with wooden sections are repelled, although an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a> blocks the effects.</p><p>The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.</p><h3>By the way…</h3><p>If you are standing on a ship, that ship is considered a fixed object in relation to you and is not affected by this spell. Loose objects on a ship, or on ships within range, are affected normally. A ship under the control of a pilot can make a Will save to negate the effects of this spell.</p>


name: Replay Tracks
level: druid 5, inquisitor 4, medium 3, occultist 3, psychic 5, ranger 2
school: divination
casting_time: 3 rounds
components: V, S, F (a track or other sign of a creature’s passing found with Perception or Survival )
range: personal
target: you
duration: concentration , up to 1 hour/level
description:
<p>This spell allows you to reconstruct past events that occurred in your current location based on the tracks and other signs left behind. Replay tracks reveals events that occurred while the tracks that serve as the focus for the spell were being left, revealing events in the order they happened in real time or in reverse, depending on whether you are following the tracks forward or backward, although the image isn’t clear enough to make out details (such as a creature’s exact identity). You can attempt <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks to follow tracks as part of concentrating on the spell, but only events connected to the tracks used as the focus of the spell are revealed by the spell. Elements that left no trace detectable by you, such as creatures benefiting from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/pass-without-trace">pass without trace</a>, are absent from the events you visualize.</p>


name: Replenish Ki
level: cleric/oracle 4
school: conjuration (healing)
casting_time: 1 minute
components: V, S, DF
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You attune the target’s internal store of supernatural energy to the cosmos, replenishing its <a href="https://www.d20pfsrd.com/classes/core-classes/monk#TOC-Ki-Pool-Su-"><i>ki</i> pool</a>. If you are the target, you regain 2 <i>ki</i> points. If another creature is the target, it regains 1 <i>ki</i> point. This does not allow the target to exceed its <a href="https://www.d20pfsrd.com/classes/core-classes/monk#TOC-Ki-Pool-Su-"><i>ki</i> pool’s</a> maximum. This spell has no effect if the target does not have a <a href="https://www.d20pfsrd.com/classes/core-classes/monk#TOC-Ki-Pool-Su-"><i>ki</i> pool</a>.</p>


name: Repress Memory
level: bard 5, mesmerist 5, psychic 6
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: personal
target: you
duration: instantaneous
description:
<p>This spell allows you to safeguard important knowledge, even from yourself. When casting this spell, you recount one piece of knowledge you possess (up to a maximum of 50 words). This knowledge disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches omissions in your memory with indistinct haze.</p><p><i>Repress memory</i> protects against <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/discern-lies">discern lies</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/z/zone-of-truth">zone of truth</a>, and similar spells, though careful questioning may reveal the gaps in your memory, or that your memory has been affected by the spell.</p><p>A repressed memory can be restored only by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/b/break-enchantment">break enchantment</a>, psychic surgery, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/w/wish">wish</a>. If you use this spell to negate the memory of a magical <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a>, it doesn’t remove the <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a>, nor does it remove procedural memories that might affect your skills or class abilities.</p><p>At the GM’s discretion, multiple castings of this spell might erase memories of a lengthier event or all memory of a place or individual from your memory.</p>


name: Reprobation
level: cleric/oracle 5, druid 5, inquisitor 4, paladin 4
school: transmutation [curse, see text]
casting_time: 1 minute
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature of your faith
duration: permanent
saving_throw: none
spell_resistance: yes
description:
<p>You cast the target out of your religion as a curse and punishment for acts or misdeeds against the tenets of your faith. This has three effects.</p><div style="margin-left:40px">
<p><i>First</i>, the target is marked with a magical symbol visible only to members of your faith. This symbol indicates that the target has transgressed and that the faithful should not help it. Likewise, the target is not to be persecuted because of the mark (though this would not keep members of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a> faith from imprisoning a known criminal if these crimes were known to have taken place after he gained the mark).</p>
<p><i>Second</i>, the target is no longer affected by helpful spells cast by the faithful and is always treated as an enemy for the purpose of other spells cast by those of your faith. For example, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/c/cure-light-wounds">cure light wounds</a> cast by a member of your faith has no effect on the target. If the target were traveling with a <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> of your faith who cast <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/p/prayer">prayer</a>, that spell would penalize rather than aid the target, despite the target’s friendship with the <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a>.</p>
<p><i>Third</i>, if the target is a divine spellcaster, a member of a prestige class of your faith, or otherwise has some ability because the target belongs to your faith, it cannot use those abilities while the mark remains in place. For example, a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a> of your faith would be unable to cast <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a> spells or use lay on hands or other class abilities. The target can join another faith to regain the use of these abilities, but the mark remains visible to those of your faith, even if those of the new faith accept the target.</p>
</div><p>This powerful spell with no <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> is used to punish severe transgressions that do not deserve death or when you prefer to be merciful rather than meting out a more severe punishment. However, the spell has one drawback that prevents it from being overused. If the target did not commit any acts or misdeeds against your faith, the spell does not affect it but affects you instead, even if you are innocent of the charges. This potential backlash prevents inquisitions run by corrupt members of the faith, and it means that most accusations of misconduct are carefully investigated (and usually verified with magic) before this sentence is handed down.</p><p>This mark can be removed like any other curse effect. In addition, a member of your faith can use <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/a/atonement">atonement</a> to break the curse if he makes a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>; <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a> also requires a caster of your faith and a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check to end the reprobation.</p>


name: Repugnant Taste
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M/DF (mustard seed)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 3, druid 4, hunter 3, investigator 3, mesmerist 3, ranger 3, shaman 4, skald 3, witch 4

description:
<p>The target creature begins sweating a foul liquid that makes it repugnant to most living creatures. When a creature deals damage to the affected creature with a bite attack or the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Swallow-Whole-Ex-">swallow whole</a> ability, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> until the end of its next turn. After a creature has become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> by this spell, each subsequent failed saving throw against the spell instead gives it the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> condition until the end of its next turn.</p>


name: Repulsion
level: cleric/oracle 7, inquisitor 6, sorcerer/wizard 6, summoner 5, unchained summoner 6
school: abjuration
casting_time: 1 standard action
components: V, S, F/DF (a pair of canine statuettes worth 50 gp)
range: up to 10 ft./level
area: up to 10-ft.-radius/level emanation centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted. They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. The creature is not forced back. The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.</p>


name: Residual Tracking
level: ranger 1
school: divination
casting_time: 1 minute
components: V, S, M (a bit of plaster)
range: touch
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>By touching a footprint, you receive a clear mental image of the person or creature that made it. The image has the exact same appearance as the creature that made the footprint at the moment it made the imprint, including any telling features or expressions, any gear or equipment, or anything else the creature was carrying at the time. For example, the footprint of a horse would reveal both the horse and any creature riding it when it made the footprint.</p>


name: Resilient Reservoir
level: magus 3, paladin 3, sorcerer/wizard 4, witch 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
area: special, see text
duration: 1 round/level
saving_throw: none (see below)
spell_resistance: yes
description:
<p>This spell creates a magical well of retribution that a caster can unleash with blinding speed.</p><p>Upon casting this spell, damage from melee attacks and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spells gets transferred into a special pool that you then redirect before the spell’s duration expires.</p><p>Each time you are struck by a melee attack or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spell that deals hit point damage, 1 point of damage is negated and transferred into the reservoir created by this spell. The total number of points in the reservoir cannot exceed your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (to a maximum of 20 points at 20th level). As an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, anytime before the spell’s duration expires, you can expend a number of points of energy from the reservoir, granting yourself an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on one skill check, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, damage roll, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check, but you must do so before the roll is made. The bonus is equal to the number of points spent. For every five caster levels, you may call upon the reservoir one additional time (maximum of four times at 15th level).</p><p>If you are reduced to negative <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> while you are under the effect of this spell, the spell automatically release the remaining magic of the reservoir in a concussive blast of force. All creatures within a 15-foot radius take 1d6 points of force damage per 2 points remaining in the reserve (maximum of 10d6). A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves this damage, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> applies to this effect.</p>


name: Resilient Sphere
level: sorcerer/wizard 4
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a crystal sphere)
range: close (25 ft. + 5 ft./2 levels)
effect: 1-ft.-diameter/level sphere, centered around a creature
duration: 1 min./level (D)
saving_throw: Reflex negates
spell_resistance: yes
description:
<p>A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere functions as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-force/">wall of force</a>, except that it can be negated by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/">dispel magic</a>. A subject inside the sphere can breathe normally. The sphere cannot be physically moved either by people outside it or by the struggles of those within.</p>


name: Resinous Skin
level: alchemist 3, bloodrager 3, druid 3, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level
saving_throw: see text
spell_resistance: no
description:
<p>You coat your body with a resinous substance, protecting you from attacks and binding weapons that strike you. You gain DR 5/piercing, as well as a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> attempts and on saving throws against effects that cause you to drop something you are holding. Additionally, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks to initiate a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, maintain a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a> a foe. Any enemy you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> takes a –2 penalty on attempts to break the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> and to escape the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> using <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a>. Any weapon, that strikes you becomes stuck unless its wielder succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw. Such a weapon can be pulled free of you only with a successful <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check (DC = your saving throw DC for this spell). This spell has no effect on unarmed strikes or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a>.</p>


name: Resist Energy
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, bloodrager 2, cleric/oracle 2, druid 2, inquisitor 2, occultist 2, paladin 2, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2

description:
<p>This <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a> grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist energy</a> 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.</p><p><i>Resist energy</i> absorbs only damage. The subject could still suffer unfortunate side effects.</p><p><i>Resist energy</i> overlaps (and does not stack with) <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-energy/">protection from energy</a></i>. If a character is warded by <i>protection from energy</i> and <i>resist energy</i>, the <i>protection</i> spell absorbs damage until its power is exhausted.</p>


name: Resist Starvation
level: antipaladin 1, cleric/oracle 1, shaman 1, warpriest 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (crumb of food)
range: touch
target: one living creature touched
duration: 1 day/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>If the target doesn’t eat on the day this spell is cast on it, the DC to avoid taking <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> from starvation on the following day doesn’t increase by 1. This spell fails if the target hasn’t already attempted at least one <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> check to avoid starvation.</p>


name: Resistance
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a miniature cloak)
range: touch
target: creature touched
duration: 1 minute
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
bard 0, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

description:
<p>You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.</p><p><i>Resistance</i> can be made permanent with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a></i> spell.</p>


name: Resonating Word
level: bard 5, sorcerer/wizard 7
school: transmutation [sonic]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 3 rounds
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must save once each round on your turn, and the effects grow stronger for each <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> the creature fails.</p><p style="margin-left:40px"><i>On the first round</i>, the target takes 5d6 points of sonic damage and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round. A successful save halves the damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> effect.</p><p style="margin-left:40px"><i>On the second round</i>, the target takes 5d6 points of damage and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round. A successful save halves the damage and negates the stunning effect.</p><p style="margin-left:40px"><i>On the third round</i>, the target takes 10d6 points of damage and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1d4+1 rounds. A successful save halves the damage and negates the stunning effect.</p><p>The <i>resonating word</i> has no power after the third round, even if the spell’s duration is increased.</p>


name: Resounding Blow
level: antipaladin 4, inquisitor 5, paladin 4
school: evocation [sonic]
casting_time: 1 swift action
components: V
range: personal
duration: 1 round/level
saving_throw: Fortitude partial; see text
spell_resistance: no
description:
<p>You must have a melee weapon in hand to cast this spell. </p><p>On a successful melee attack, your weapon resounds with a thunderous clash. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack. </p><p>If you are using your judgment ability or smite ability against the target, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round on a successful attack. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save negates the staggering effect. </p><p>On a successful critical hit, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> for 1d6 rounds. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save negates the stunning and deafening effects. If you are also using judgment or smite, your foe makes only a single save against all effects. </p><p>This spell immediately ends if your weapon leaves your hand. </p><p><i>Resounding blow</i> stacks with the <i>thundering</i> weapon property. </p>


name: Resounding Clang
level: bard 2
school: transmutation
casting_time: 1 standard action
components: S, F (bell, chimes, gong, or cymbals)
range: 30 ft.
area: 30-ft.-radius burst, centered on you
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes (object)
description:
<p>You create a loud, resonating clangor that causes metallic objects to vibrate wildly. Affected creatures wielding metal weapons take a –1 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, while creatures using metallic tools take a –1 penalty on associated skill checks.</p><p>Creatures wearing metal armor increase the armor check penalty of their armor by 1. These penalties increase by 1 at 8th <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and every 4 caster levels thereafter (to a maximum of –4 at 16th level).</p><p>To be affected by the spell, an item must be composed primarily of metal. Nonmetallic objects with metal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> (such as <a href="https://www.d20pfsrd.com/equipment/armor/studded-leather">studded leather</a> armor or padded armor with armor spikes) are not affected. Creatures made of metal take the penalties described above on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, damage rolls, skill checks, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves.</p>


name: Respectful Quiet
level: bard 3, cleric 5, inquisitor 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>All targets are rendered silent, as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/s/silence">silence</a>. The silence affects the entirety of each creature but does not extend beyond. However, the silence is one-way—sounds from outside the creatures’ spaces can still enter. Quieted creatures gain a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks.</p><div style="width:200px;height:250px;margin:10px auto;font-size:10px;font-weight:bold;text-align:center">
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name: Resplendent Mansion
level: psychic 9, sorcerer/wizard 9
school: conjuration (creation)
casting_time: 1 minute
components: V, S, F (a miniature cornerstone carved from precious gemstones worth 500 gp)
range: long (400 ft. + 40 ft./level)
effect: opulent mansion, up to 300 feet on a side and one story tall/4 levels
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell creates a towering mansion. While casting the spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and is decorated to match your image. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally.</p><p>A <i>resplendent mansion</i> contains the same types of foodstuffs and servants as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/m/mage-s-magnificent-mansion">mage’s magnificent mansion</a>.</p><p>Each of the mansion’s exterior doorways and windows are protected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/a/alarm">alarm</a> spells. You choose whether each alarm is audible or mental as you cast the spell, and each alarm has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.</p><p>The mansion must be created on a plot of land free of other structures. It adapts to the natural terrain, adopting all structural requirements for being built on, for example, a mountainside. The mansion adjusts around small features such as ponds or spires of rock, but can’t be created on water or other nonsolid surfaces. If created on snow, sand dunes, or other soft surfaces with a solid surface underneath, the foundation reaches the solid ground. If created on a solid but unstable surface, such as a swamp or an area plagued by tremors, there’s a 10% chance each day that the mansion begins to sink or collapse.</p><p>The mansion doesn’t harm creatures within the area when it appears, and can’t be created among a crowd or in a densely populated area. Any creature inadvertently caught inside the mansion when the spell is cast ends up unharmed inside the complete mansion.</p>


name: Rest Eternal
level: cleric/oracle 4, druid 5, shaman 5, witch 5
school: necromancy [curse]
casting_time: 1 round
components: V, S, M/DF (ashes and a vial of holy or unholy water)
range: touch
duration: permanent
saving_throw: none
spell_resistance: no
description:
<p>You place a curse upon a dead creature that bars its spirit from returning. Anyone casting a spell that would communicate with the dead creature, return it to life, or turn it into an undead creature must succeed on a caster level check with a DC of 11 plus your caster level. <i>Rest eternal</i> cannot be dispelled, but it can be negated with <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a></i> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment">break enchantment</a>.</p>


name: Restful Cloak
level: cleric 2, druid 2, occultist 2, paladin 2, ranger 2, shaman 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, F (cloak)
range: personal
target: you
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>A cloak you are wearing transforms into a canvas <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Tent">tent</a> large enough to hold four Medium creatures, firmly pitched in a flat area adjacent to you (if there is no such area, this spell simply fails). A creature regains 1 hit point for each hour it rests in the tent, in addition to any other benefits of resting. Additionally, a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> creature resting within the tent for 1 hour loses the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> condition, but a creature cannot recover from being <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> more than once per casting of restful<em> tent</em>. At the end of the spell’s duration, the tent transforms back into a cloak. If the tent is moved prior to the expiration of the spell’s duration, the spell immediately ends.</p>


name: Restful Sleep
level: bard 1
school: necromancy
casting_time: 10 minutes
components: V, S, M (a pinch of sand)
range: close (25 ft. + 5 ft./2 levels)
duration: 8 hours or 24 hours; see text
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night’s <i>sleep</i>. If a subject completes a full night’s rest, it regains <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> as if it had undergone a full day of bed rest (regaining twice its character level in <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>). If a subject completes a full day’s rest, it regains three times its character level in <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. Any significant interruption during the rest (such as being awoken) prevents any healing that night and ends the effect of this spell on the awakened subject. Any healing acquired while under the effects of <i>restful <i>sleep</i></i> is considered natural healing, and has no affect on effects requiring magical healing to cure.</p>


name: Restoration
level: alchemist 4, cleric/oracle 4, inquisitor 4, paladin 4, shaman 4
school: conjuration (healing)
casting_time: 3 rounds
components: V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions like <i>lesser restoration</i>, except that it also dispels temporary <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> or one permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a>. If this spell is used to dispel a permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a>, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> possessed by a target in a 1-week period.</p><p><i>Restoration</i> cures all temporary <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a>, and it restores all points permanently <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">drained</a> from a single <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Scores">ability score</a> (your choice if more than one is drained). It also eliminates any <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhaustion</a> suffered by the target.</p><div style="margin-left: 40px"><a name="greater"></a>


name: Restore Corpse
level: cleric/oracle 1, druid 1, psychic 1, sorcerer/wizard 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: corpse touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You grow flesh on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with sufficient flesh that it can be animated as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> rather than a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium">skeleton</a>. The corpse looks as it did when the creature died. The new flesh is somewhat rotted and not fit for eating.</p>


name: Restore Eidolon
level: summoner/unchained summoner 3
school: conjuration (healing)
casting_time: 1 minute
components: V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
range: touch
target: eidolon touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/restoration">restoration</a>, except it only affects an eidolon.</p><div style="margin-left:20px">
<a name="lesser"></a>


name: Resurgent Transformation
level: alchemist 5
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M (a pinch of meteoric iron worth 100 gp)
range: personal
duration: 1 hour/level or until triggered, then 1 round/level
description:
<p><i>Resurgent transformation</i> grants you the ability to recover from deadly wounds with restored vitality and a will to fight, but at a price. Once cast, <i>resurgent transformation</i> lies dormant for up to 1 hour per level until you are reduced to one-quarter <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or less. Once triggered, you immediately gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 5/-, and the benefits of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/haste"><i>haste</i></a> spell. In addition, you heal 4d8 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +25). <i>Resurgent transformation</i> can even save you from death by healing the damage from an otherwise mortal wound, though it does not prevent death from massive damage or from causes other than hit point loss. Your mental faculties are impaired by this magical transformation, however, causing 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> damage.</p><p>The advantages from your transformation persist for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> after the spell is triggered. Once the spell ends, it takes a heavy toll, leaving you exhausted and inflicting 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> damage. Utilizing more than one <i>resurgent transformation</i> in a day is particularly risky.</p><p>The expiration of a second <i>resurgent transformation</i> in a 24- hour period inflicts an additional 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> damage and results in death from system shock unless you succeed at a DC 15 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, made after the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> damage has been applied.</p><p>If the spell expires or is dispelled before the transformation has been triggered, no adverse effects result.</p>


name: Resurrection
level: cleric/oracle 7, shaman 8, witch 8
school: conjuration (healing)
components: V, S, M (diamond worth 10,000 gp), DF
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/raise-dead/">raise dead</a></i>, except that you are able to restore life and complete strength to any deceased creature.</p><p>The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a> spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.</p><p>Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The subject of the spell gains one permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> when it is raised, just as if it had been hit by an <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">energy-draining</a> creature. If the subject is 1st level, it takes 2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">drain</a> instead (if this would reduce its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Con</a> to 0 or less, it can’t be resurrected).</p><p>You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.</p>


name: Retribution
level: inquisitor 3
school: necromancy [evil, pain]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p><i>Retribution</i> blasts those who have the temerity to assault your person. You may target anyone who has just struck you with an attack within the previous round, whether with a melee, ranged, or natural weapon, or a spell that requires an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>. The target is wracked with shooting pains that impose a -4 penalty on attack rolls, skills checks, and ability checks. On a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, the penalty only lasts for 1 round. </p><p>A target who worships the same god as you takes a -2 penalty on its Saving Throw. </p>


name: Retributive Reparations
level: antipaladin 3, inquisitor 3, occultist 3, spiritualist 3, witch 4
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: one object
duration: 1 day/level or until triggered, and permanent; see text
saving_throw: Will negates (object) and Will negates; see text
spell_resistance: yes
description:
<p>If a creature successfully takes the item targeted by this spell while you are holding, wearing, or wielding it, the creature must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If the creature fails its save, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, and it must attempt a new saving throw at the end of its turn every round it does not return the item to you. Failing a second saving throw causes the target to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>. As long as the victim of the curse is actively working to return the object, its <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhaustion</a> is reduced to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a>. The <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhaustion</a> cannot be removed by effects that normally remove them, though <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhaustion</a> protect against the conditions as normal.</p><p>This curse can be ended with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a> or by returning the item to you. You can have this spell active on one item at a time.</p>


name: Retrieve Item
level: bard 2, sorcerer/wizard 2
school: conjuration (calling)
casting_time: 1 full round
components: V, S
range: long (400 ft. + 40 ft./level)
duration: permanent until discharged
saving_throw: none
spell_resistance: no
description:
<p>You call a specific nonliving item directly to your hand from a nearby location. First, you must cast the spell on the item while holding it. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and snapping your fingers. The item appears instantly in your hand.</p><p>If the item is in the possession of another creature, the spell fails.</p>


name: Retrocognition
level: medium 3, occultist 3, psychic 5, sorcerer/wizard 7
school: divination
casting_time: 1 minute
components: V, S
range: personal
target: you
duration: concentration , up to 1 minute/level
description:
<p>This spell allows you to gain psychic impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last hour throughout the first minute of the duration, followed by impressions from the next hour back the next minute you concentrate, and so on. If a psychically traumatic or turbulent event happened during that time period, You must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC = 20, 30, or 40, depending on the severity of the psychic disturbance) or lose <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> on the spell.</p><p>At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 13th and higher, you can choose to collect impressions from over the course of a longer interval of time than an hour, beginning at 1 week per minute of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> (as listed on the table below). The amount of detail you receive diminishes, so this eventually makes it harder to distinguish impressions left by anything but the most major events.</p><p>Caster Level Time Period</p><p>13th–15th 1 week per minute</p><p>16th–18th 1 year per minute</p><p>19th+ 1 century per minute</p>


name: Returning Weapon
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one weapon that can be thrown
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
level:
bard 2, bloodrager 1, cleric 2, inquisitor 1, magus 1, occultist 1, psychic 2, ranger 1, sorcerer/wizard 2, witch 2

description:
<p>For the duration of the spell, the target weapon acts as if it had the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/returning">returning</a> weapon special ability.</p><p>This spell can be used as the prerequisite for the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/returning">returning</a> weapon special ability.</p><p><a name="greater"></a></p>


name: Reveal Emotions
level: medium 3, mesmerist 4, occultist 4, psychic 4, spiritualist 4
school: divination
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 40-ft.-radius spread
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You create an area that draws out a creature’s emotion aura. Creatures within this area constantly glow with colors that represent their current overall emotional state and continue to do so for 1d4 rounds after leaving the area. This glow is clearly visible to any creature that can see the creature. Emotionless creatures or creatures unaffected by this spell glow with a dull purple hue while within the area.</p>


name: Reveal Mirage
level: cleric 3, druid 2, ranger 1, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, F (a small prism)
range: personal
target: you
duration: 1 round
description:
<p>You can focus upon a single point within line of sight and discern if the terrain or geographic features of that point are illusory. This ability allows you a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve a terrain-affecting <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> (<a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Glamer">glamer</a>) effect from range as though you had interacted with it. In addition to affecting such spells as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/h/hallucinatory-terrain">hallucinatory terrain</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/m/mirage-arcana">mirage arcana</a>, this spell also allows you to disbelieve naturally occurring mirages.</p>


name: Reveal Secrets
level: bard 1, inquisitor 1, mesmerist 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a drop of alcoholic liquid)
range: touch
target: creature touched
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>When you cast this spell, you ask the target whether it has a secret about a specific topic that can be described in 10 words or fewer. This can concern a person, place, or thing (such as a town’s mayor, the ring worn by a traveling merchant, or the bridge spanning a nearby river) or an easily distinguished event (such as a historic battle or a recent rash of disappearances). If the target knows a secret about the topic (information it believes isn’t common knowledge and which it would not normally tell you), it states it has a secret. The target doesn’t mention anything about the secret and doesn’t remember telling you it has a secret. If the target succeeds at its saving throw, it isn’t compelled to reveal whether it knows a secret and is aware that you asked.</p>


name: Reveal True Shape
level: bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, M (a pinch of rare herbs worth 50 gp)
range: close (25 f. + 5 f./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You reveal the true form of a magically disguised or transformed creature, whether the target’s transformation is physical (such as polymorph) or illusory (such as disguise self). The spell does not force the creature into its true form, but rather creates a perfect illusion of the creature’s true form that overlaps it and hides the disguised form completely, making the true form visible to all observers. For the duration of the spell, if the target changes shape or uses illusion to disguise its appearance, observers can still see its true form, though once the spell runs out any illusions or shape changes made by the target in the meantime immediately take effect. This spell does not reveal invisible creatures, overcome effects such as blur and displacement, or penetrate mundane disguises.</p>


name: Revelation
level: bard 2, cleric/oracle 3, sorcerer/wizard 3
school: divination
casting_time: 1 round
components: V, S
range: personal
target: you
duration: 1 round/level; see text
description:
<p>You gain a brief understanding of the workings of a single puzzle, device, or trap, gaining an insight bonus equal to your caster level (maximum +10) on checks to disable, manipulate or solve the object in question. Your insight is ineffable; you are unable to communicate your understanding to others. At the GM’s option, this spell may instead give you a clue or other piece of useful information. In this case you may communicate the clue to others and retain knowledge of it after the spell’s duration has expired.</p>


name: Revenant Armor
school: transmutation
casting_time: 1 standard action
components: V, S, F (one suit of armor)
range: close (25 ft. + 5 ft./2 levels)
target: one suit of armor
duration: 1 day/level or 1 hour/level; see below
saving_throw: none
spell_resistance: no
level:
antipaladin 3, cleric 4, magus 4, medium 4, occultist 4, paladin 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 3

description:
<p>This spell endows a suit of armor with a singular purpose realized only after its wearer goes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> or is killed; whenever the wearer of a suit of armor warded by <i>revenant armor</i> is brought below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or otherwise rendered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> (but not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> or held) in combat, the armor is immediately brought to life as a Medium-sized <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object">animated object</a>.</p><p>This animated suit of armor still contains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> (or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>) body of its former wearer and moves with a shambling gait at a speed of 20 feet. This <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object">animated object</a> has average <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> and, if the armor is made from metal, it has the metal <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object">animated object</a> extraordinary ability (plus additional abilities based on the type of metal). Once animated, the <i>revenant armor</i> remains standing (and stands if knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>, doing so without provoking <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>), and prevents the wearer of the armor from being considered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>. If an ally of the wearer is within range of the armor, she can direct it to move, though it refuses to go anywhere that requires a skill check. If <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> or otherwise restrained, it can attempt to break free with a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> equal to 1 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + the armor’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier. If the armor’s wearer is reduced to dust, made conscious, or removed from the armor, the spell ends.</p>


name: Reverse Gravity
level: druid 8, sorcerer/wizard 7
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (lodestone and iron filings)
range: medium (100 ft. + 10 ft./level)
area: up to one 10-ft. cube/level (S)
duration: 1 round/level (D)
saving_throw: none; see text
spell_resistance: no
description:
<p>This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.</p><p>Provided it has something to hold onto, a creature caught in the area can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.</p>


name: Reversion
level: cleric 3, psychic 2, wizard/sorcerer 3
school: conjuration (healing)
casting_time: 10 minutes
components: V, S
range: personal
target: self
duration: 24 hours
description:
<p>You create an imperfect replica of yourself within the Akashic Record at the time the spell is cast. You must currently have a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to or greater than half your maximum <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> to cast the spell. If at any time during the duration of the spell you are brought below half your maximum <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, you can end this spell as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> to absorb strength from your replica and immediately regain a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to 1d8 plus 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +5).</p><div style="margin-left: 20px">


name: Reviving Finale
level: bard 3
school: conjuration (healing)
casting_time: 1 swift action
components: V, S
range: 20 ft.
area: a 20-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Will half (harmless)
spell_resistance: yes (harmless)
description:
<p>You must have a bardic performance in effect to cast this spell.</p><p>With a flourish, you immediately end your bardic performance, and allies within the area of the spell regain 2d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. This spell has no effect on <a href="https://www.d20pfsrd.com/bestiary-hub/monsters-by-type#undead">undead</a> creatures.</p>


name: Ricochet Shot
level: ranger 2, sorcerer/wizard 2
school: evocation
casting_time: 1 standard action
components: V, S, M (a wishbone)
range: close (25 ft. + 5 ft./2 levels)
target: one projectile weapon
duration: 1 round/level or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You imbue a projectile weapon with the ability to ricochet any projectiles that hit one target so that they also hit another. When the wielder ricochets a projectile, she selects a primary target to attack. If she hits the primary target, the projectile ricochets instead of being destroyed. The wielder can then select a secondary target that is within 20 feet of the primary target. She makes an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> against the secondary target at the same <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, but does not gain the benefit from any enhancement bonuses or magic qualities on the projectile. If the shot comes from a <a href="https://www.d20pfsrd.com/equipment/weapons/firearms">firearm</a>, the ricochet targets normal AC rather than touch AC. While the spell lasts, the target weapon’s wielder can ricochet one projectile per three caster levels you possess, to a maximum of six at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 18th. Once the target weapon’s wielder ricochets that many shots, the spell is discharged. If the weapon’s wielder fails to use all the ricochets before the spell end, those ricochets are wasted.</p>


name: Ride the Lightning
level: sorcerer/wizard 9
school: evocation [electricity]
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You may transform into lightning as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> and instantly travel in a straight line to a distance of up to 120 feet, rematerializing in the new location as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. This movement does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. Creatures in this line take 10d6 points of electrical damage and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round (a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves the damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> applies). Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. You are immune to electricity while this spell lasts.</p>


name: Ride the Waves
level: bloodrager 4, cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 4, witch 4
school: transmutation [water]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target gains the ability to breathe water and a swim speed of 30 feet. This swim speed means the target also gains the standard +8 bonus on <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> checks and the ability to take 10 on <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> checks even while distracted or endangered. The target can use the run action while swimming, provided it swims in a straight line. The spell does not make the target unable to breathe air.</p>


name: Riding Possession
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 hour/level (D); see text
saving_throw: Will negates
spell_resistance: yes
level:
medium 2, mesmerist 4, occultist 3, psychic 4, sorcerer/wizard 4, spiritualist 3, summoner 4, witch 4


name: Rift of Ruin
level: cleric 8, sorcerer/wizard 8, witch 8
school: conjuration (calling) [chaotic, evil]
casting_time: 1 standard action
components: V, S
duration: 1 round/level (see text)
saving_throw: Reflex partial
spell_resistance: no
range:
long (400 ft. + 40 ft./level) 5-ft.-wide, 60-ft.-deep extradimensional hole, up to 5 ft. long per level (S)

description:
<p>This spell tears a rift in reality, creating an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> hole with a depth of 60 feet. You must create the rift on a horizontal surface of sufficient size. Since the rift extends into the Abyss, it does not displace the original underlying material or allow access to areas below the surface—you can create the rift on the deck of a ship as easily as in a dungeon floor or the ground of a forest.</p><p>Any Large or smaller creature standing in the area where you conjure the rift must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to avoid falling into the hole. If successful, the creature picks which side of the rift it remains on once the rift opens. Unattended objects and structures that can be fully engulfed by the rift automatically fall into it.</p><p>The walls of the rift are covered with razor-sharp blades, while the floor seethes with boiling pools of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Acid">acid</a>, strange chewing <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a>, writhing shards of ice, and all manner of other <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a> and <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/deadly">deadly</a> manifestations of the Abyss. A creature that falls into the rift takes 6d6 points of falling damage. Any creature in the rift (starting on the round it enters) takes an additional 6d6 points of damage from the rift’s environs, even if the creature is merely climbing or flying within the rift rather than standing at the bottom. This additional damage changes from round to round and is randomly selected from <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Acid">acid</a>, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic. Each round, a creature in the rift can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to take half damage that round. The rift’s walls have a <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> DC of 25.</p><p>When this spell’s duration ends, the rift snaps shut, violently expelling all creatures still within. These creatures take double damage from the rift’s environs in that round and are knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> as they are returned to the surface above.</p><p>At any time during the spell’s duration, you can use it to conjure a number of Abyssal denizens into the surrounding region as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. Doing so causes the rift to snap shut, ending the spell’s duration and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/returning-weapon">returning</a> any creatures that had fallen into it to the ground as detailed above. As the rift snaps shut, choose one of the following creatures or groups of creatures to appear in the area; these Abyssal denizens are treated as if you had summoned them via <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a> VII and remain for a number of rounds equal to the remaining duration of the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/rift-of-ruin">rift of ruin</a> spell. You can choose to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> one of the following: one <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/bebilith">bebilith</a>, one <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/vrock">vrock</a>, 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/shadow-demon">shadow demons</a>, 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/succubus">succubi</a>, 1d4+1 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/babau">babaus</a>, or 1d4+1 brimoraks.</p>


name: Righteous Blood
level: inquisitor 2, paladin 2
school: abjuration [good]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one creature of good alignment
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target creature’s innate goodness infuses its body with holy energy. While this energy does not directly empower the target, it can harm embodiments of evil. Any creature that damages the target with a slashing or piercing melee weapon is sprayed by the target’s holy blood. If the attacker is a creature with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> subtype, it takes 1d6 points of damage from divine power each time it successfully hits the target. If the target has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> subtype or an ability that grants it an aura of good (like <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladins</a> or some <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a>), its blood instead deals 2d6 points of damage.</p><p>Creatures that don’t have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> subtype or that are using reach weapons are not subject to this damage.</p>


name: Righteous Condemnation
level: cleric 3, inquisitor 3, paladin 2
school: abjuration [good, law]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/per level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>Any creature of chaotic, neutral, or evil <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> who targets you with a spell must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or take a –4 penalty on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>-, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>-, and Charisma-based checks for the spell’s duration. Creatures with only neutral <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> receive a +4 bonus on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves against this spell. The penalties for <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> stack (therefore, a chaotic evil spellcaster would take a –8 penalty).</p>


name: Righteous Might
level: cleric/oracle 5, inquisitor 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D)
description:
<p>Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 size bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> and take a -2 penalty to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>. You gain a +2 enhancement bonus to your natural armor. You gain DR 5/evil (if you normally channel positive energy (<i><b>Editor’s Note</b>: If you are an oracle see FAQ</i>) or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 5/good (if you normally channel negative energy. At 15th level, this <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> becomes 10/evil or 10/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category (see <b>Table: Size Modifiers</b>). This spell doesn’t change your speed. Determine space and reach as appropriate to your new size.</p><p>If insufficient room is available for the desired growth, you attain the maximum possible size and may make a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check (using your increased <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>) to burst any enclosures in the process (see <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Smashing-an-Object">Smashing an Object</a>). If you fail, you are constrained without harm by the materials enclosing you–the spell cannot crush you by increasing your size.</p><p>All equipment you wear or carry is similarly enlarged by the spell. Melee weapons deal more damage (see <b>Table: Tiny and Large Weapon Damage</b>). Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.</p><table border="1" cellpadding="5"><caption>Table: Weapon Damage Size Conversion</caption>
<thead>
<tr>
<th class="text">Tiny Weapon Damage</th>
<th class="text">Small Weapon Damage</th>
<th class="text">Medium Weapon Damage</th>
<th class="text">Large Weapon Damage</th>
<th class="text">Huge Weapon Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td class="marker" style="text-align: center">—</td>
<td class="number" style="text-align: center">1</td>
<td class="number" style="text-align: center">1d2</td>
<td class="number" style="text-align: center">1d3</td>
<td class="number" style="text-align: center">1d4</td>
</tr>
<tr>
<td class="number" style="text-align: center">1</td>
<td class="number" style="text-align: center">1d2</td>
<td class="number" style="text-align: center">1d3</td>
<td class="number" style="text-align: center">1d4</td>
<td class="number" style="text-align: center">1d6</td>
</tr>
<tr>
<td class="number" style="text-align: center">1d2</td>
<td class="number" style="text-align: center">1d3</td>
<td class="number" style="text-align: center">1d4</td>
<td class="number" style="text-align: center">1d6</td>
<td class="number" style="text-align: center">1d8</td>
</tr>
<tr>
<td class="number" style="text-align: center">1d3</td>
<td class="number" style="text-align: center">1d4</td>
<td class="number" style="text-align: center">1d6</td>
<td class="number" style="text-align: center">1d8</td>
<td class="number" style="text-align: center">2d6</td>
</tr>
<tr>
<td class="number" style="text-align: center">1d4</td>
<td class="number" style="text-align: center">1d6</td>
<td class="number" style="text-align: center">1d8</td>
<td class="number" style="text-align: center">2d6</td>
<td class="number" style="text-align: center">3d6</td>
</tr>
<tr>
<td class="number" style="text-align: center">1d6</td>
<td class="number" style="text-align: center">1d8</td>
<td class="number" style="text-align: center">1d10</td>
<td class="number" style="text-align: center">2d8</td>
<td class="number" style="text-align: center">3d8</td>
</tr>
<tr>
<td class="number" style="text-align: center">1d8</td>
<td class="number" style="text-align: center">1d10</td>
<td class="number" style="text-align: center">1d12</td>
<td class="number" style="text-align: center">3d6</td>
<td class="number" style="text-align: center">4d6</td>
</tr>
<tr>
<td class="number" style="text-align: center">1d4</td>
<td class="number" style="text-align: center">1d6</td>
<td class="number" style="text-align: center">2d4</td>
<td class="number" style="text-align: center">2d6</td>
<td class="number" style="text-align: center">3d6</td>
</tr>
<tr>
<td class="number" style="text-align: center">1d8</td>
<td class="number" style="text-align: center">1d10</td>
<td class="number" style="text-align: center">2d6</td>
<td class="number" style="text-align: center">3d6</td>
<td class="number" style="text-align: center">4d6</td>
</tr>
<tr>
<td class="number" style="text-align: center">1d10</td>
<td class="number" style="text-align: center">2d6</td>
<td class="number" style="text-align: center">2d8</td>
<td class="number" style="text-align: center">3d8</td>
<td class="number" style="text-align: center">4d8</td>
</tr>
<tr>
<td class="number" style="text-align: center">2d6</td>
<td class="number" style="text-align: center">2d8</td>
<td class="number" style="text-align: center">2d10</td>
<td class="number" style="text-align: center">4d8</td>
<td class="number" style="text-align: center">6d8</td>
</tr>
</tbody>
</table><p><a name="TOC-Table:-Size-Modifiers"></a></p><table border="1" cellpadding="5"><caption>Table: Size Modifiers</caption>
<thead>
<tr>
<th class="text">Size</th>
<th class="text">Size Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Colossal</td>
<td class="text">–8</td>
</tr>
<tr>
<td class="text">Gargantuan</td>
<td class="text">–4</td>
</tr>
<tr>
<td class="text">Huge</td>
<td class="text">–2</td>
</tr>
<tr>
<td class="text">Large</td>
<td class="text">–1</td>
</tr>
<tr>
<td class="text">Medium</td>
<td class="number">+0</td>
</tr>
<tr>
<td class="text">Small</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">Tiny</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">Diminutive</td>
<td class="number">+4</td>
</tr>
<tr>
<td class="text">Fine</td>
<td class="number">+8</td>
</tr>
</tbody>
</table><div class="ed-note-outer">
<p class="ed-note-header">Editor’s Note</p>
<div class="ed-note-txt">
<p style="font-weight: bold">What kind of DR does an <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracle</a> get from the righteous might spell?</p>
<p>If the <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracle</a> chose the “all cure spells” option for her spells known, treat that as “channels positive energy” for the purpose of righteous might. If she chose “all inflict spells,” treat that as “channels negative energy” for the purpose of righteous might.</p>
<p style="font-size: 12px;padding: 5px">[<a href="http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9ofz" rel="nofollow noopener" target="_blank">Source</a>]</p>
</div>
</div>


name: Righteous Vigor
level: inquisitor 3, paladin 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Infusing the target with a surge of furious divine energy, you enhance a creature’s ability to hit an opponent based on the number of times it has already hit that opponent with a successful attack. Each time the subject successfully strikes an opponent with a successful melee attack, the subject gains a cumulative +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on attack rolls (maximum +4 bonus) and gains 1d8 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> (to a maximum of 20 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>). If an attack misses, the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> resets to +0 but any accumulated <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> remain. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> disappear at the end of the spell’s duration. </p>


name: Rigor Mortis
level: cleric 4, magus 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 3, witch 4
school: transmutation [pain]
casting_time: 1 standard action
components: V, S, M/DF (a knucklebone)
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: instantaneous; see text
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>The joints of a creature affected by this spell stiffen and swell, making movement painful and slow. The target takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Additionally, the target takes a –4 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and its movement speed decreases by 10 feet; these additional effects last for 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, though another creature can spend 1 minute and attempt a DC 25 <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check to end them early. A successful save halves the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> and negates the penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and movement.</p>


name: Rising Water
school: conjuration [water]
casting_time: 1 standard action
components: V, S, M (a lily pad)
range: medium (100 ft. + 10 ft./level)
area: cylinder (20-ft. radius, 10 ft. high) Duration 1 round/level (D)
saving_throw: none
spell_resistance: no
level:
bloodrager 3, druid 4, magus 4, occultist 4, psychic 4, ranger 3, shaman 4, sorcerer/wizard 4, summoner 4

description:
<p>You conjure a cylinder of calm water on an area of solid ground or on top of a body of water. The water forms quickly but displaces only air; it doesn’t <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Push-Ex-">push</a> away objects or creatures, though anything in the area when the spell is cast is submerged. Unconscious air-breathing creatures caught in the area immediately begin to drown, but other air-breathing creatures can hold their breath while in the cylinder. <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Movement">Movement</a> through the cylinder at normal speed requires a successful DC 10 <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> check (otherwise, creatures move at one-quarter speed). If conjured in an area with insufficient room for the entire cylinder, the cylinder attains its maximum possible size. It retains its shape in defiance of gravity for the spell’s duration, and any creature can enter or exit the cylinder’s sides as easily as stepping into or out of a pool of ordinary water.</p><p>The water disappears at the end of the spell’s duration, so creatures swimming in the water immediately fall to the ground.</p>


name: Rite of Bodily Purity
level: cleric 1, druid 1, paladin 1, ranger 1, shaman 1
school: abjuration [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 100 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
<p>You energize your body’s immune system, improving your ability to resist toxins and ailments.</p><p>You gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saving throws to resist diseases, drugs, and poisons.</p><p>Additionally, at any time during the spell’s duration, whenever you fail a saving throw to resist a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, drug, or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, you can expend the spell’s remaining duration as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> in order to reroll that saving throw. You must take the second result, even if it’s worse. The +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> granted by the spell applies to the reroll, but after you make this reroll, the spell ends.</p>


name: Rite of Centered Mind
level: cleric 1, druid 1, shaman 1, wizard 1
school: abjuration [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 100 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
<p>You heighten your awareness of your own thoughts, allowing you to more easily resist outside influences.</p><p>You gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saving throws to resist <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects. This <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> is increased to +2 if the effect is an emotion or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect. Additionally, at any time during the spell’s duration, whenever you fail a saving throw to resist a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effect, you can expend the spell’s remaining duration as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> in order to reroll that saving throw. You must take the second result, even if it’s worse. The +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> granted by the spell applies to the reroll, but after you make this reroll, the spell ends.</p>


name: Rival’s Weald
level: druid 9, shaman 9, witch 9
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a hardened piece of tree sap)
range: close (25 ft. + 5 ft./2 levels)
target: one creature/two levels, no two of which can be more than 30 ft. apart
duration: permanent
saving_throw: Fort negates, Will partial (see text)
spell_resistance: yes
description:
<p>This spell transforms your targets into trees as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/tree-shape">tree shape</a>, except the targets transform into living trees that resemble their original forms. If a target is in a situation that would prove fatal to a tree created by this spell, such as off the ground or under water, the target receives a +4 bonus on its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save.</p><p>If the spell succeeds, the target must also attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p><p>On a failed save, the creature loses the ability to observe what transpires around it, and its mental capacity reverts to that of a tree, rendering it unable to take any kind of action. A target that succeeds at the saving throw can observe the area around it but can’t take any actions other than communicate to those under the effects of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/speak-with-plants">speak with plants</a> spell or to other trees. Over the span of 1 year, the target’s appearance becomes more like a common tree and less like its original form.</p><p>Any <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph">polymorph</a> effects on a target are automatically dispelled when the target fails to resist the effects of rival’s weald, and as long as rival’s weald remains in effect, the target cannot use other <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph">polymorph</a> spells or effects to assume a new form. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Incorporeal-Ex-">Incorporeal</a>, gaseous, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> creatures are immune to rival’s weald.</p>


name: River Whip
level: magus 2, sorcerer/wizard 2, witch 2
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: whip of water
duration: 1 minute/level (D) or until discharged (see text)
saving_throw: none
spell_resistance: no
description:
<p>You create a coil of flowing fresh water, functioning a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> appropriate for your size, except you make a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> instead of a regular attack. Anything you strike with the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> takes damage and is doused with 1 pint of water. A creature with the fire subtype takes an additional 1d6 points of damage. If the target is on fire, it gains a +2 bonus on its next saving throw to extinguish the flames.</p><p>After you have successfully used the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> to hit a creature a number of times equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, the water is expended and the spell is discharged. The water created by this spell is otherwise identical to that produced by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/c/create-water">create water</a>.</p>


name: River of Wind
level: bloodrager 4, druid 4, magus 4, sorcerer/wizard 4
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: 120 ft.
area: 120-ft. line
duration: 1 round/level
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind-the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a <i>river of wind</i> take 4d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> and are knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves the damage and prevents being knocked prone.</p><p>A creature that begins its turn wholly or partially within a <i>river of wind</i> must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or be pushed 20 feet in the wind’s direction of flow, take 2d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>, and be knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>-a successful Fortitude save means the creature merely takes 1d6 nonlethal damage. Creatures under the effect of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement"><i>freedom of movement</i></a> and creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Air">air</a> subtype are unaffected by a <i>river of wind</i>.</p>


name: Riversight
level: cleric 3, druid 2, inquisitor 3, ranger 2, witch 3
school: divination (scrying)
casting_time: 1 minute
components: V, S, F/DF (a smooth river stone)
range: see text
target: non-magical freshwater waterway
effect: magical sensor
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can view events transpiring along a natural watercourse you touch. You can see anything on or within the river as if you were present at that location, or you can observe anything happening within 15 feet of the river’s banks as if peering from the water’s surface. Moving your point of view to a different location along the river is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, though your perception can follow something moving along the river as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>.</p><p>The range of this spell is affected by whether you are attempting to gaze up or downriver—if viewing a location downriver, you can view any spot within 2 miles per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>; if viewing upriver, you can view any spot within 1/2 mile per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The magical sensor created by this spell can travel only as far along the river as your range and the river permits; obstructions such as dams and reservoirs halt the sensor, as does an estuary flowing into the sea or other body of saltwater.</p>


name: Roaming Pit
level: cleric 6, druid 6, psychic 6, sorcerer/wizard 5, summoner 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (powered diamond dust worth 10 gp)
range: medium (100 ft. + 10 ft./level)
effect: mobile 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-pit">create pit</a>, except the pit is capable of movement. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can direct the pit to move up to 20 feet, though it must always remain on a horizontal surface large enough to accommodate its area. If the pit’s movement causes it to share a space with a creature on the same horizontal surface, that creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw or fall into the pit. Any creature that avoids falling into the pit when it reaches its new destination moves to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.</p>


name: Rock Whip
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: 0 ft
effect: whip of earth and stone
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
level:
arcanist 2, cleric/oracle 2, druid 2, hunter 1, magus 2, ranger 1, shaman 2, sorcerer/wizard 2, warpriest 2, witch 2

description:
<p>A 15-foot-long lash of crumbling crystal and earth emerges from the palm of your hand. This weapon is treated as a non-magical whip that deals 1d8 points of bludgeoning damage. You can wield this weapon as a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> as if you were proficient with it, and it isn’t subject to the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sunder</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>. The <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> passes through natural unworked stone effortlessly, allowing you to ignore <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> between you and your target from such sources. Armor and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a> have no effect on the damage dealt by a rock whip (unlike a normal whip), but the whip deals no damage to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> with the earth subtype. Attacks with a rock <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> strike with resounding force; you can make a free <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> against any creature you strike with a <em>rock whip</em>, using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> in place of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> and your primary casting ability score modifier (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> for <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> for <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>, and so on) in place of your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier.</p>


name: Rope Tornado
level: druid 4, magus 4, occultist 4, shaman 4, sorcerer/wizard 4, witch 4
school: evocation [air]
casting_time: 1 standard action
components: V, S, M (a length of twine )
range: 120 ft.
area: 120 ft. line
duration: instantaneous
saving_throw: Reflex negates
spell_resistance: yes
description:
<p>A spiraling twister of tornado-force wind surges forth from your palm, unbalancing those it rushes over. Creatures on the ground within the area are knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. A flying creature within the spell’s area must instead succeed at a DC 25 <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> check or plummet to the ground, taking the appropriate amount of falling damage.</p><p>Creatures that are Huge or larger in size gain a +2 bonus on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves, while creatures that are Medium or smaller in size take a –2 penalty.</p><p>Additionally, the area is subjected to tornado-force winds, extinguishing all non-magical flames, dispersing clouds, and scattering unattended objects.</p>


name: Rope Trick
level: medium 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (powdered corn and a twisted loop of parchment)
range: touch
target: one touched piece of rope from 5 ft. to 30 ft. long
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extra-dimensional space</a> that is outside the usual multiverse of <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extra-dimensional spaces</a>. Creatures in the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extra-dimensional space</a> are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). The rope cannot be removed or hidden. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.</p><p>Spells cannot be cast across the extra-dimensional interface, nor can area effects cross it. Those in the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extra-dimensional space</a> can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, and even creatures that can see the window can’t see through it. Anything inside the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extra-dimensional space</a> drops out when the spell ends. The rope can be climbed by only one person at a time. The <i>rope trick</i> spell enables climbers to reach a normal place if they do not climb all the way to the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extra-dimensional space</a>.</p>


name: Ropeweave
level: occultist 2, ranger 2
school: transmutation
casting_time: 1 minute
components: V, S, F (a rope )
range: touch
target: one rope
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You cause the target <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Rope">rope</a> to grow in length and weave itself into one of several forms, each of which can support up to 1,000 pounds, plus 200 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 3,000 pounds at 10th level). Only one type of construction can be created with each casting of the spell, and the creation remains stationary unless destroyed.</p><p>Each 5-foot section of the object created by this spell has a break DC of 23, AC 11, and 1 hit point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10 hp), but all sections of the creation are magically supported and need not be anchored to a solid surface or any other portion of the effect. Destroying one part of it does not cause the remainder of the structure to collapse, though each 5-foot section destroyed reduces the maximum weight the creation can support by 200 pounds. During any round in which the rope is overloaded, every remaining section takes 1d4 points of damage.</p><p>You can use <em>ropeweave</em> to create any of the following structures:</p><ul>
<li><b>Rope Bridge</b>: the rope forms a 5-foot-wide bridge that spans up to 10 feet horizontally per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have (maximum 100 feet). Creatures can cross the bridge at half speed with a successful DC 5 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check or at full speed with a successful DC 10 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check. The DC assumes a creature is using both hands to assist in navigating the rope bridge; the DC increases by 5 if a creature uses only one hand to steady itself and by 10 if the creature does not use its hands. A failed <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check results in failure to progress across the rope bridge; creatures that fail by 5 or more fall.</li>
<li><b>Rope Hammock</b>: the rope knits itself into a stationary <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Hammock">hammock</a> suspended in midair. The hammock can be suspended at a height of 5 feet plus 5 feet per 2 caster levels you have (maximum 30 feet), with a rope ladder (see below) leading up to a platform of 1 5-foot square per caster level, and at least one such square must be adjacent to the square containing the vertical rope ladder. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, the caster can command the rope ladder to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Withdraw">withdraw</a> into the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Hammock">hammock</a>. When the ladder is withdrawn, the rope hammock blends in with its surroundings and muffles sounds and smells from creatures resting on it that are taking no violent actions; noticing the rope hammock requires a successful DC 20 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check or <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> check, even for creatures with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>. This does not apply if the creatures in the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Hammock">hammock</a> attack or move more than half speed. The <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Hammock">hammock</a> provides a +2 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> bonus to AC against attacks from beneath it.</li>
<li><b>Rope Ladder</b>: the rope knots itself and hangs suspended in midair, perpendicular to the ground, stretching up to 10 feet vertically per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have (maximum 100 feet). Climbing the rope ladder requires a successful DC 5 <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> check, or DC 0 if there is a wall adjacent to it you can brace it against.</li>
<li><b>Trip Line</b>: the rope stretches into a tangled mass that fills one 5-foot square per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have (maximum 10 squares), all of which must be contiguous (including diagonally). Any creature entering a square with this trip line must succeed at an <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check (DC = 10 if moving at half speed, DC = 15 if moving at full speed, and DC = 20 if running or charging). On a failed check, the creature’s movement stops when it enters the square; a creature that fails by 5 or more falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. A creature larger than Medium gains a +2 bonus on its <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check for every size category larger than Medium it is.</li>
</ul>


name: Rotgut
level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, occultist 2, skald 2, warpriest 2
school: transmutation
casting_time: 1 round
components: V, S, M (a pinch of hops)
range: close (25 ft. + 5 ft./2 levels)
target: 1 gallon of water/level
duration: instantaneous
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>You transform the target into a cheap alcohol of your choice, such as beer, <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Grog">grog</a>, <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Mead">mead</a>, rum, or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Wine">wine</a>. The alcohol doesn’t taste good, but it’s drinkable and just as effective as normal alcohol in making creatures inebriated. This spell doesn’t work on <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">holy water</a>, <a href="https://www.d20pfsrd.com/magic-items/potions" style="font-style: italic">potions</a>, magical liquids, or water that is part of a creature.</p>


name: Rubberskin
level: alchemist 4, magus 4, sorcerer/wizard 5, witch 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (a piece of rubber or drop of tar)
range: personal
duration: 10 minutes/level
description:
<p>Your skin becomes more elastic, distributing crushing damage efficiently.</p><p>For the duration of the spell, all bludgeoning and falling damage you take is converted into <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>.</p><p>This spell has no effect if you’re immune to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>.</p>


name: Rumbling Fury
level: adept 2, cleric/oracle 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You create a minor earthquake that can trip creatures.</p><p>Make a single trip attack and use the result against every creature in the area. Those that fail are tripped and fall prone. You do not provoke an attack of opportunity for this trip attack (though you do provoke one for casting the spell), nor can you knock yourself prone with a bad roll. </p><p>Unlike a regular trip attack, you may trip any creature touching the ground, regardless of size. Improved Trip does not affect this spell in any way.</p><p>Though the earthquake is small and focused on the floor, at the GM’s discretion, if the area is particularly unstable, the spell might cause items to topple, stones to shake loose from the walls or ceiling, and so on.</p>


name: Rumormonger
level: bard 2, inquisitor 2, medium 1, mesmerist 2, psychic 3
school: divination
casting_time: 1 standard action
components: V
range: long (400 ft. + 40 ft./level)
effect: 1 rumor
duration: 1 day/level (D)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You utter a brief anecdote or bit of news as the verbal component of this spell and track its progress through a social gathering or other crowd. When someone who heard the rumor directly from you and repeated the rumor is within your range, they glow silver to your sight, though this glow doesn’t occur if the creature is in disguise (unless it was in the same disguise at the time of casting). You can choose to follow the rumor by selecting any such creature in range, at which point the creatures who heard the rumor from you no longer glow silver, and now the creatures who heard the rumor from your chosen creature glow silver instead. You can follow the rumor’s path until you reach a creature that heard the rumor but didn’t repeat it (or repeated it incorrectly). The glow identifies only creatures who heard the same information you conveyed. Minor cosmetic changes in the rumor don’t interrupt the chain, but when the rumor no longer resembles the information you imparted, the trail stops and the spell ends.</p><p>You can instead use this spell to trace a rumor back to its source once you hear it. In this case, you repeat the rumor as you heard it for the spell’s verbal component. The person who told you the rumor can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to end the effect. Failure indicates the silver glow leads to the individual that told her. This process continues each time you locate the next individual spreading the same information. Each individual attempts the save until one of them succeeds (in which case the spell ends and you can’t attempt to trace this particular rumor again) or you trace the rumor to its original source. As with the other application of the spell, tracing a rumor back fails to cause a creature to glow if it is in disguise, unless it was in the same disguise at the time of speaking the rumor.</p>


name: Rune Trace
level: bard 1, cleric 1, occultist 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 minute
components: V, S, M (pinch of powdered gemstones worth 25 gp)
range: touch
target: rune touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p class="desciption">By immersing yourself fully in the intricacies of a carved or written rune of any kind, you can divine the elements of that rune’s nature.</p><p>While casting rune trace, you must run your fingers (which cannot be gloved at the time) over the rune, glyph, symbol, or other marking you want to examine (hereafter referred to as the -rune-). This does not trigger any effects that touching the rune would normally trigger. Runes, symbols, and other effects that trigger when read still trigger as normal if you do so-but note that this spell does not require you to view and read the rune that you’re targeting. When the spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> ends, you instantly receive flashes of insight regarding the rune’s nature, history, and purpose, including the following information.</p><p><em>Age</em>: You learn if the rune was placed within the last 24 hours, within the last month, within the last year, within the last decade, within the last century, or prior to the last century.</p><p><em>Insight</em>: If you have cast rune trace on a magical rune, you gain a +5 bonus on all skill rolls and checks to dispel, disable, or otherwise tamper with the rune.</p><p><em>Language</em>: You learn what language the character of the rune is taken from, or in the case of a rune that has no language, you learn that it is a unique image.</p><p><em>Purpose</em>: You learn the general purpose of the rune (such as whether it’s a decoration, information, a magical defense, or a warning).</p>


name: Rune of Durability
level: sorcerer/wizard 3
school: transmutation
casting_time: 1 minute
components: V, S, M (iron filings)
range: touch
target: weapon touched
duration: permanent
saving_throw: none
spell_resistance: no
description:
<p>You inscribe an angular rune upon the surface of a weapon, increasing its hit points. A weapon that bears this rune multiplies its hit points by 2, as if it were one size category larger than it actually is. Placing more than one rune of this type on a weapon has no effect.</p>


name: Rune of Ruin
level: alchemist 4, bard 4, inquisitor 4, sorcerer/wizard 5, witch 5
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a self-portrait on a thin sheet of paper )
range: Medium (100 ft. plus 10 ft./level)
target: 1 object
duration: instantaneous
saving_throw: Fort negates (object)
spell_resistance: no
description:
<p>You curse a magic item, such as magical clothing, a suit of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor</a>, or a weapon. The object is reduced to 1/4 its normal hit point total, gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition, and appears damaged and worn. If it grants a numeric bonus, such as a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC, that bonus is reduced by 1 for every 3 caster levels you possess, to a minimum of +0. Other magical qualities fail to work 50% of the time when called upon, so a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saves or a weapon’s <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming">flaming</a> special ability could fail each time the item is used.</p><p>If the object is an intelligent magical item, its Ego score remains unchanged despite its reduced quality. The weapon has only a 50% chance to successfully use any spells or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> it has, and has a 25% chance of forgetting its special purpose (if any). If an intelligent weapon is actively dominating its wielder when it fails its save against rune of ruin, the wielder gains an immediate saving throw with a +4 bonus to regain control. Rune of ruin has no affect on magical artifacts.</p>


name: Rune of Rule
level: bard 2, occultist 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 minute
components: V, S, M ( vial of paint worth 25 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 day or until activated (see description)
saving_throw: Will (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell allows you to place a rune upon another creature that can then be used to aid it at a later time. You determine the spell’s effect at the time of casting by using your finger to paint a specific rune on the recipient’s body with a dose of specially prepared paint worth 25 gp. The inscribed rune lasts for 24 hours or until the spell is activated. Unless otherwise noted, the creature upon which the rune of rule has been inscribed can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> it at any time as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. If the spell effect isn’t used, all markings associated with the rune disappear and the effect fades. You can never place the spell upon yourself-it must be bestowed on someone else. The seven runes of rule, along with their specific effects when the user activates them, are listed below. A creature can bear only one rune of rule at a time.</p><div style="margin-left:20px">
<p><b>Charity</b>: A creature bearing this mark gains a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> or skill check attempted at the request of another creature, provided the creature bearing this mark does not gain any immediate benefit or reward for making the roll or attempting the check.</p>
<p><b>Generosity</b>: A creature bearing the rune of generosity can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> it as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, but it must do so as another creature within 30 feet activates a consumable magic item such as a <a href="https://www.d20pfsrd.com/magic-items/potions" style="font-style: italic">potion</a> or <a href="https://www.d20pfsrd.com/magic-items/scrolls" style="font-style: italic">scroll</a> that was given to it at some point within the last 24 hours by the creature bearing the rune. When the rune is activated, the effects of the consumable magic item resolve at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> that is 2 higher than the item’s actual <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>
<p><b>Humility</b>: When a creature activates the rune of humility, it does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> for 1 round.</p>
<p><b>Kindness</b>: A creature must be using the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action or casting a <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> spell in order to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> a rune of kindness. If the creature activates the rune while using the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action, the bonus imparted on a success increases to +5. If the creature instead activates the rune while casting a <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> spell, the effective <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the spell increases by 2.</p>
<p><b>Love</b>: When a creature activates the rune of love as he casts a spell with the <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> descriptor, the save DC of that spell increases by 1. Alternatively, a creature can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> the rune of love after he rolls damage for a weapon or spell attack, causing the damage dealt to become <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>.</p>
<p><b>Temperance</b>: A creature bearing the rune of temperance can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> it as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> immediately upon failing a saving throw against a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, drug, or similar effect. The creature can immediately attempt a second saving throw against the effect and can use the result of that second saving throw as the actual result.</p>
<p><b>Zeal</b>: A creature that activates the rune of zeal gains a +3 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves, and the save DCs of all <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Language-Dependent">language-dependent</a> effects created by the creature increase by 1; these effects last for 1 round.</p>
</div>


name: Rune of Warding
level: sorcerer/wizard 3
school: abjuration
casting_time: 1 hour
components: V, S, M (powdered adamantine, diamond, or mithral worth 200 gp)
range: touch
target: doorway or portal touched
duration: permanent until discharged (D)
saving_throw: Reflex half
spell_resistance: no (object) and yes (see text)
description:
<p>You inscribe a series of runes upon the surface of a door or around the border of an entryway. They function as a glyph of warding (blast glyph), though unlike a glyph of warding, these runes are always visible. The runes count as a glyph of warding for the purpose of what spells can defeat it, placing multiple glyphs in the same area, and so on.</p>


name: Runic Overload
level: bloodrager 3, magus 4, sorcerer/wizard 5, witch 6
school: evocation [sonic]
casting_time: 1 standard action
components: V, S, M (a small rune carved from stone)
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object
duration: instantaneous
saving_throw: see text
spell_resistance: see text
description:
<p>This spell charges magical runes to an explosive degree. If cast on a creature with magical runes on its body, such as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-rune">rune giant</a> or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/runescarred-cr-1">runescarred</a> creature, it deals 1d6 points of sonic damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d6) to the target and stuns the target for 1 round. When the spell is cast in this way, it must overcome the target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save halves the damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stun</a> effect.</p><p>The spell can also be cast on other magical runes, such as those from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/a/arcane-mark">arcane mark</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/e/explosive-runes">explosive runes</a>. In this case, the resulting explosion deals 1d8 points of sonic damage per 2 caster levels (maximum 10d8) to all creatures within a 5-foot radius. Creatures in the area that succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save take half damage. This spell doesn’t destroy runes; targeted runes continue to function normally. Mundane runes, such as ones in writing or runic tattoos, cannot be affected by this spell.</p>


name: Rusting Grasp
level: druid 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: see text
saving_throw: none
spell_resistance: no
target:
one nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature

description:
<p>Any iron or iron alloy item you touch crumbles into rust. If the item is so large that it cannot fit within a 3-foot radius, a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.</p><p>You may employ <i>rusting grasp</i> in combat with a successful melee touch attack. <i>Rusting grasp</i> used in this way instantaneously destroys 1d6 points of AC gained from metal armor (to the maximum amount of protection the armor offers) through corrosion. </p><p>Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Striking at an opponent’s weapon provokes an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>. Also, you must touch the weapon and not the other way around.</p><p>Against a ferrous creature, <i>rusting grasp</i> instantaneously deals 3d6 points of damage + 1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.</p>


name: Sabotage Construct
level: bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
components: S, V
range: touch
duration: 1 round/level
saving_throw: Will partial
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/c/confusion">confusion</a>, except that it affects only <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a>. When you are rolling for a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct’s</a> behavior, a result of 26–50 indicates the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> twitches spasmodically. On a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for only 1 round.</p>


name: Sacramental Seal
level: cleric 8
school: necromancy
casting_time: 1 round
components: V, S, F (an object worth at least 2,000 gp)
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a> the target in an object decorated with the holy symbols of your god or faith. While trapped in the object, the creature can’t take any actions and is immune to spells and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>.</p><p>The creature remains permanently trapped in the object as long the object remains in your possession. Only a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/f/freedom">freedom</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/w/wish">wish</a> spell can dispel the <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a>, though destroying the object frees the creature.</p><p>If you relinquish your stewardship of the object (such as giving it away or leaving it in a remote location or <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space), the trapped creature begins to gain control over the object.</p><p>It immediately gains the ability to communicate telepathically with any creature now in possession of the object. It still can’t take any actions besides communicating but can use feats and skills related to speaking (such as <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> and <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>).</p><p>After 1 week of the object being out of your presence, the creature can create a number of haunts with a total CR (that is, the CR of the encounter with all of the haunts at once) equaling 1/4 the creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>. These haunts are centered on the object.</p><p>The creature can also communicate telepathically up to a range of 100 feet at this point.</p><p>After 1 month of the object being out of your presence, the CR total of the haunts the trapped creature can create increases to 1/2 its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>. In addition to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathy</a>, it can also impart mental images of its choosing into the mind of any creature holding or carrying the object.</p><p>After 1 year of being out of your presence, in addition to the above abilities, the creature can attempt to possess any living creature with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 3 or higher that touches the object, as per possession. However, the creature can’t personally destroy the object, even while possessing another creature.</p><p>Because the binding magic irrevocably weakens the longer you’re away from the item, returning it to your ownership doesn’t reverse any of the effects. You must free the creature and impose another sacramental seal if you want to restrict its abilities again.</p><p>If the object is placed in the stewardship of creatures or a location belonging to your faith, it still counts as being out of your presence but it takes ten times longer for the creature to manifest the above abilities (it would take 10 weeks for it to manifest the ability to create haunts, for example).</p>


name: Sacred Bond
level: cleric/oracle 3, inquisitor 2, paladin 2
school: conjuration (healing)
casting_time: 1 round
components: V, S, F (a pair of golden bracelets worth 100 gp each worn by both you and the target)
range: touch; see text
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>To use this spell, you first touch the intended recipient, creating a sympathetic field of healing energies between you. </p><p>Once the spell has been cast, you and the target may cast <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (healing) spells with a range of touch upon each other so long as you are within close range (25 ft. + 5 ft./2 levels). Should either you or the target remove your bracelet, the spell immediately ends. </p>


name: Sacred Nimbus
level: cleric 5, inquisitor 5, paladin 4
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You are surrounded by a nimbus of golden light shaped like your god’s <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Symbol">holy symbol</a> or a symbol of your faith. Any evil creature striking you with unarmed strikes, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a>, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15). Creatures wielding melee weapons with reach are not subject to this damage if they attack you. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/spell-resistance">Spell resistance</a> applies against this damage. You also take half damage from magical attacks with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Evil">evil descriptor</a>. If such an attack allows a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save for half damage, you take no damage on a successful saving throw.</p>


name: Sacred Space
level: cleric 2, paladin 2
school: evocation [good]
casting_time: 1 standard action
components: V, S, M (a vial of ambrosia)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation
duration: 2 hours/level
saving_throw: none
spell_resistance: no
description:
<p>This spell sanctifies an area with heavenly power. The DC to resist spells or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> with the good descriptor or channeled energy that damages evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> (as when using <a href="https://www.d20pfsrd.com/feats/general-feats/alignment-channel">Alignment Channel</a>) increases by +2. In addition, evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> take a –1 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, damage rolls, and saving throws, and they cannot be called or summoned into a sacred space. If the sacred space contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or good-aligned higher power, the modifiers given above are doubled. You cannot cast sacred space in an area with a permanent fixture dedicated to a deity other than yours.</p>


name: Sacrifice
level: cleric 4, sorcerer/wizard 4
school: enchantment (charm) [mind-affecting]
casting_time: 1 minute
components: V, S, M (see text)
range: close (25 ft. + 5 ft./2 levels)
target: one summoned elemental or outsider (see text)
duration: instantaneous, 1 hour, or 1 day (see text)
saving_throw: none
spell_resistance: no
description:
<p>You make a sacrifice to aid in conjuring and commanding a creature called with <a href="https://www.d20pfsrd.com/magic/all-spells/p/planar-ally" style="font-style: italic;">planar ally</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/p/planar-binding" style="font-style: italic;">planar binding</a>, or a similar spell. A <a href="https://www.d20pfsrd.com/magic/all-spells/s/sacrifice" style="font-style: italic;">sacrifice</a> can be used in a variety of ways.</p><ul>
<li><b>Bargain</b>: Making a sacrifice directly to the conjured being grants you a bonus on opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> checks made to compel the creature into service for the next hour.</li>
<li><b>Enticement</b>: Making a sacrifice the round before conjuring increases the DC of the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> must attempt to resist being conjured.</li>
<li><b>Payment</b>: Making a sacrifice directly to the conjured being allows you to pay for one service from the creature in commodities other than gold.</li>
<li><b>Reinforcement</b>: Making a sacrifice the round before creating a magic circle and preparing a <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Summoning">summoning</a> diagram amplifies the power of its warding magic, increasing the DC of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> checks the creature might attempt to escape. This lasts 1 day.</li>
</ul><p>Multiple sacrifices can be made to affect a single conjuring, but the bonuses provided by this spell do not stack. Therefore, while you can make sacrifices to aid in conjuring and bargaining with a creature, you cannot make multiple sacrifices (even of varying types) to enhance the same effect for a particular <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a>.</p><p>A sacrifice can consist of any kind of commodity the target creature favors, including living creatures, treasures, or more ephemeral offerings. While this spell is not fundamentally <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a>, good-aligned creatures are more selective in what offerings they accept, typically scoffing at blood sacrifices. Many sacrifices are fundamentally evil acts, such as murdering a pious innocent to conjure a fiend. Any creature might reject certain types of sacrifices, thus denying you the benefits of this spell, as the offering must appeal to the target—few <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> would care for 2,000 gp worth of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Parchment">parchment</a>, while 2,000 gp of diamonds would be widely coveted. The GM determines what sacrifices creatures find appealing.</p><p>The table below lists a number of likely offerings, along with the bonus such gifts provide and the offering’s equivalent value in gold pieces for the purposes of <a href="https://www.d20pfsrd.com/magic/all-spells/p/planar-ally" style="font-style: italic;">planar ally</a>. Several of these sacrifices involve the loss of ability scores, levels, or lives, and some can cause changes in <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. Any change wrought by such sacrifices (loss of ability score or level, or change in <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>) cannot be recovered, cured, or undone by any spell or effect short of <a href="https://www.d20pfsrd.com/magic/all-spells/m/miracle" style="font-style: italic;">miracle</a> or <a href="https://www.d20pfsrd.com/magic/all-spells/w/wish" style="font-style: italic;">wish</a>. The same is true of creatures killed as a sacrifice; such creatures cannot be resurrected by any magic less powerful than these spells. Any object sacrificed with this spell is effectively destroyed or removed to an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Extraplanar">extraplanar</a> holding of the conjured creature’s choice. The bonuses and values noted on the sacrifice effects table are guidelines for offerings; certain types of treasures or lives might prove especially valuable to specific creatures, with extraordinary sacrifices (such as a potent artifact or the life of a high-level <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a>) garnering increased bonuses.</p><p>You cannot make greater sacrifices than those noted on the table to gain increased bonuses or gold values. For example, you could not gain 2 permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> to gain a +16 bonus, nor gain increased benefit from slaying 20 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> worth of creatures to pay for a 10-HD creature’s service.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Type</th>
<th class="text">Sacrifice</th>
<th class="text">Typical Bonus</th>
<th class="text">GP Value</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Treasures</td>
<td class="text">100 gp/HD of Target</td>
<td class="number">+1</td>
<td class="text">Equal</td>
</tr>
<tr>
<td class="text">Lives</td>
<td class="text">1 living creature with HD equal to target</td>
<td class="number">+2</td>
<td class="text">200 gp/HD</td>
</tr>
<tr>
<td class="text">Body/Mind</td>
<td class="text">Permanent -1 ability drain</td>
<td class="number">+4</td>
<td class="text">500 gp/point drained</td>
</tr>
<tr>
<td class="text">Morals</td>
<td class="text">Alignment shifts one step toward target’s</td>
<td class="number">+6</td>
<td class="text">1,000 gp/step</td>
</tr>
<tr>
<td class="text">Soul</td>
<td class="text">One permanent negative level</td>
<td class="number">+8</td>
<td class="money number">2,500 gp</td>
</tr>
</tbody>
</table>


name: Sacrificial Oath
level: paladin 4
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You create a powerful bond between yourself and a single creature. Until the end of the spell’s duration, each time the target is hit with an attack or fails a Saving Throw, you can take the full damage of that attack and any other effects that creature suffers. If you choose not to take on the damage and effects, you instead take a number of points of damage equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score as backlash. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects of either the transfer or the backlash. If you or the subject of the spell move out of line of sight, the spell ends.</p>


name: Saddle Surge
level: paladin 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 round/level (D); see text
description:
<p>You and your mount form a perfect synergy that endows both of you with advantages based upon how far you travel each round. For every 5 feet your mount moves in a given round, you gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/ride">Ride</a> checks and both you and your mount gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on damage rolls made with weapons or natural attacks for 1 round. For instance, if your mount traveled 40 feet in a round, you would gain a +8 bonus on <a href="https://www.d20pfsrd.com/skills/ride">Ride</a> checks and you and your mount would both gain a +8 bonus on damage rolls for 1 round, to a maximum bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates you from your mount, the spell immediately ends.</p>


name: Sadomasochism
level: antipaladin 3, cleric/oracle 3, inquisitor 3, magus 4, sorcerer/wizard 4, witch 4
school: necromancy [pain]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>While subject to this spell, any time you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw or become demoralized for 1 round. Each time you deal damage to a creature demoralized by this spell, you roll damage twice and take the higher result.</p>


name: Salvage
level: cleric 9, sorcerer/wizard 9
school: transmutation
casting_time: 1 standard action
components: V, S, M
range: long (400 ft. + 40 ft./level)
target: one shipwreck
duration: see text
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>An invisible force pulls together the remains of a shipwreck. Bits of hull, tattered sails, broken masts, and smashed figureheads knit themselves back together. Rotten wood turns solid once more, and sails re-weave themselves as the rigging snakes across the masts.</p><p>It takes a variable amount of time for the ship to rebuild itself, depending on its size.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Size</th>
<th class="text">Duration</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Raft</td>
<td class="text">1 minute</td>
</tr>
<tr>
<td class="text">Rowboat</td>
<td class="text">1 minute</td>
</tr>
<tr>
<td class="text">Keelboat</td>
<td class="text">10 minutes</td>
</tr>
<tr>
<td class="text">Longship</td>
<td class="text">1 hour</td>
</tr>
<tr>
<td class="text">Sailing ship</td>
<td class="text">2 hours</td>
</tr>
<tr>
<td class="text">Warship</td>
<td class="text">3 hours</td>
</tr>
<tr>
<td class="text">Galleon</td>
<td class="text">4 hours</td>
</tr>
</tbody>
</table><p>At the end of the duration, an air bubble forms around the repaired ship. If submerged, the ship shoots to the surface, erupting with a great splash before settling on the water.</p><p>Though the spell requires time to repair the ship, its effects are instantaneous. A salvaged ship cannot be dispelled to return it to a shipwreck. However, before the spell’s duration ends and while the ship is still being repaired, <i>salvage</i> can be dispelled to interrupt the repair process. The ship remains in the condition it was in when the spell was interrupted until a new <i>salvage</i> spell is cast (but continues to age normally and suffers the effects of its environments). A new <i>salvage</i> spell’s duration is modified by any repairs already begun.</p>


name: Sanctify Armor
level: inquisitor 4, paladin 3
school: abjuration [good]
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You imbue your armor with a righteous aura. It gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> per four caster levels (maximum +5 at 20th level). When using your judgment or smite ability, you gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a>.</p><p>An outfit of regular clothing counts as armor that grants no <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> bonus for the purpose of this spell.</p>


name: Sanctify Corpse
level: cleric/oracle 1, inquisitor 1, paladin 1, witch 1
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF, M (a pinch of silver dust)
range: touch
area: corpse touched
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
<p>This spell blesses a corpse with positive energy, preventing it from being turned into an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature. Attempts to raise the corpse as an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> automatically fail. If the corpse is of a person slain by a creature that creates <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> out of its slain foes (such as a shadow, vampire, or wraith), that effect is delayed until the end of this spell. It is possible to protect a corpse for an extended time by casting this spell each day.</p><p><i>Sanctify corpse</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 9th level or higher for the cost of 500 gp.</p>


name: Sanctify Weapons
level: cleric/oracle 5, paladin 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>This spell originated among the armies of Heaven. Choose a specific subtype of evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> when you cast this spell, such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Daemon">daemon</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Devil">devil</a>, or div.</p><p>All manufactured weapons in the area of effect bypass the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> of that type of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a>. The weapons do not become aligned or change composition.</p>


name: Sanctuary
level: cleric/oracle 1, inquisitor 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: no
description:
<p>Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#will">Will</a> save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.</p>


name: Sand Table
level: arcanist 4, bard 3, hunter 3, medium 3, ranger 3, skald 3, sorcerer/wizard 4
school: divination
casting_time: 10 minutes
components: V, S, M (handful of sand)
range: see text
saving_throw: none
spell_resistance: no
description:
<p>Sand table allows you to create a scale model of the battlefield surrounding your position, showing numbers of troops, their relative positions, and their movement as if you were observing from a great height overhead (1,000 feet up). You cast the spell upon a table or other flat surface and cause the model to appear upon a 5-foot-by-5-foot section of that table or surface. It reflects accurate terrain and topography, though it doesn’t identify fine topographical features or concealed or hidden topography. It also indicates all normally visible Small or larger creatures within the area of effect, but it doesn’t provide identifying characteristics of those creatures; each creature appears as an indistinct speck, under 1 millimeter in each dimension.</p><p>The spell marks obvious war camps and contingents of troops with a symbol of their banner (if they openly carry such a symbol). The spell provides a snapshot of the topography and creature locations when cast; it doesn’t adjust for changes that occur during the duration. The table shows the land surrounding itself up to a 1-mile radius from the surface. The sand table does not reveal <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures, nor does it include creatures that are underground, indoors, submerged below the surface of water, below a tree line or other source of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> from above, or flying above 1,000 feet in the air. Those looking at the table can spot Small and larger creatures that are using <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> to hide, but they take a –10 penalty on their <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks because of the size of the models.</p><p>Once the spell has been cast, if anything moves or shakes the surface upon which it was placed, the spell ends instantly.</p>


name: Sand Whirlwind
level: cleric/oracle 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a handful of sand, dust, or fine powder)
range: medium (100 f. + 10 f./level)
target: one creature
area: 10-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates (blinding only)
spell_resistance: no
description:
<p>A whirling cloud of sand strikes the target, blinding it and hampering its ability to speak. To speak while affected by the spell, the target must make a Concentration check (DC equal to the DC of this spell). If the target tries to cast a spell, the Concentration DC increases by the level of the spell being cast. A successful Will save negates the blindness but not the speech-hampering effect.</p><div style="margin-left:20px">


name: Sands of Time
level: cleric/oracle 3, occultist 3, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: touched creature or object
duration: 10 minutes/level or instantaneous (see text)
saving_throw: none
spell_resistance: yes
description:
<p>You temporarily age the target, immediately advancing it to the next age category. The target immediately takes the age penalties to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. Ageless or immortal creatures are immune to this spell.</p><p>If you cast this on an object, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, it takes 3d6 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15) as time weathers and corrodes it. This version of the spell has an instantaneous duration.</p>


name: Savage Maw
level: antipaladin 1, cleric 2, druid 2, inquisitor 2, magus 2, psychic 2, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D), special (see below)
description:
<p>Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You gain a bite attack that deals 1d4 points of damage plus your <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/strength-domain">Strength</a> modifier. If you confirm a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> with this attack, it also deals 1 point of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage. If you already have a bite attack, your bite deals 2 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>. You are considered proficient with this attack. If used as part of a full-attack action, the bite is considered a secondary attack, is made at your full <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> –5, and adds half your <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/strength-domain">Strength</a> modifier to its damage. You can end this spell before its normal duration by making a bestial roar as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. When you do, you can make an <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check to demoralize all foes within a 30-foot radius that can hear the roar.</p>


name: Saving Finale
level: bard 1
school: evocation [mind-affecting]
casting_time: 1 immediate action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a Saving Throw, allowing the subject to immediately reroll the failed Saving Throw.</p>


name: Sawtooth Terrain
level: cleric 5, druid 5, sorcerer/wizard 5, witch 5
school: transmutation [earth]
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one 10-foot square of difficult and damaging terrain
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
<p>This spell targets an area of earth, metal, stone, or wood, causing long, serrated blades to shoot out from random points within the area of effect.</p><p>Any creature in the area when the spell is first cast must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to avoid taking 3d8 points of piercing damage from the blades and an additional 2d6 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage. A creature that fails the save also has its speed reduced by half for 24 hours or until the injured creature benefits from a -cure- spell (which restores lost <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> as normal). Another creature can remove the penalty by succeeding on a <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check against the spell’s save DC as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p><p>The lashing limbs remain active in the area for the remainder of the spell’s duration, during which time the area is treated as difficult terrain, and any creature that moves into or through the area takes 1d8 points of piercing damage. The transformed area can be located on any visible surface within range, including floors, walls, doors, ceilings, or other generally flat surfaces.</p>


name: Scale Spikes
level: alchemist 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a small thorn)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
target:
one living creature/level that is a reptile, has the dragon type, or has the reptilian subtype, and that also has a natural armor bonus of at least +1

description:
<p>When the target is affected by this spell, its scales grow jagged spikes.</p><p>These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes.</p><div style="margin-left:20px">


name: Scales of Deflection
school: abjuration [draconic]
casting_time: 1 standard action
components: V, M (a dragon scale)
range: personal
target: you
duration: 1 minute/level (see text)
level:
bloodrager 2, magus 3, occultist 3, paladin 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 3

description:
<p>Brilliant draconic iconography matching your draconic heritage (or a kind of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> whose <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> matches your own) surrounds you. Any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> attempted against you resolves against your normal AC. Once such an attack has been resolved, this spell is dismissed at the end of your next turn.</p>


name: Scamper
level: druid 2, ranger 2
school: transmutation
casting_time: 1 swift action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: your animal companion
duration: 1 round; see text
saving_throw: none
spell_resistance: no
description:
<p>Your <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> moves with astonishing agility and speed until the end of its turn. It can move at full speed while using <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a>, and it gains a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> equal to twice your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +20 at 10th level) on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks to avoid <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> or move through a square occupied by an enemy.</p>


name: Scare
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a bone from an undead creature)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level or 1 round; see text for
saving_throw: Will partial
spell_resistance: yes
level:
antipaladin 2, bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman 2, spiritualist 2, sorcerer/wizard 2, witch 2

description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/c/cause-fear"><i>cause fear</i></a>, except that it causes all targeted creatures of less than 6 HD to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a>.</p>


name: Scarify
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
adept 1, alchemist 1, antipaladin 1, cleric 1, druid 1, inquisitor 1, shaman 1, spiritualist 1, witch 1

description:
<p>Your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> causes a single creature’s skin to produce fibrous tissue that sutures the creature’s wounds, rapidly closing them and leaving jagged scars where the wounds were.</p><p>The process is painful, and converts 2d6 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +5) into <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>. If the target creature is immune to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>, the spell fails. Damage reduction against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> reduces the amount of damage converted. This effect counts as <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> for the purpose of stopping <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage.</p>


name: Scent Trail
level: druid 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a queen ant)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You, or a willing creature you touch, lay down a trail of scents that only the creatures you designate at the time of can detect. These creatures find it very easy to follow this trail.</p><p>They gain a +20 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on any <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks made for the purpose of tracking the creature laying this trail.</p><p>Subject creatures with the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> special ability gain a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> or <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks to follow the trail.</p><p>In addition, you can leave <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> messages along the trail.</p><p>Each word or emotion in this message requires spending a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> in the same spot. Subject creatures seeking to understand this message must make another DC 20 <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> check, with a -1 penalty for every word or emotion in the message, in order to understand it. Creatures cannot benefit from this smell if they cannot use, or do not have, a sense of smell. Creatures can use this spell to backtrack through a dungeon, maze, or similar areas even if the creature laying down the trail crossed over the spot multiple times.</p>


name: Scintillating Pattern
level: sorcerer/wizard 8
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a crystal prism)
range: close (25 ft. + 5 ft./2 levels)
effect: colorful lights in a 20-ft.-radius spread
duration: concentration + 2 rounds
saving_throw: none
spell_resistance: yes
description:
<p>A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The spell affects each subject according to its HD.</p><div style="margin-left:40px">
<p><b>6 or less</b>: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">Unconscious</a> for 1d4 rounds, then <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1d4 rounds, and then <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 1d4 rounds. (Treat an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> result as <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for nonliving creatures.)</p>
<p><b>7 to 12</b>: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">Stunned</a> for 1d4 rounds, then <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for an additional 1d4 rounds.</p>
<p><b>13 or more</b>: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">Confused</a> for 1d4 rounds. </p>
</div><p>Sightless creatures are not affected by <i>scintillating pattern</i>.</p>


name: Scintillating Wall
level: bard 4, psychic 5, sorcerer/wizard 5
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a handful of crushed d’ziriak chitin)
range: close (25 ft. + 5 ft./2 levels)
effect: wall with an area of up to one 10-ft. square/level
duration: 1 round/level (D)
saving_throw: see text
spell_resistance: no
description:
<p class="description">You create a vibrant wall of hypnotic light and color.</p><p>The wall does not impede movement or line of sight in any way.</p><p>Creatures moving through the wall must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a>. Each round, on its turn, a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> creature can attempt a new saving throw to end the effect as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> that does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>.</p><p>A creature that succeeds at the save against the fascination effect is no longer affected if it remains within the wall, but it must attempt a new saving throw if it leaves the area and later moves through the wall again. Creatures adjacent to the wall and creatures moving through the wall that succeed at their save against fascination are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a>.</p><p>If you create the wall so that it appears in the same space as one or more creatures, each affected creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>. Creatures that successfully save against the blindness are subject to the fascination effect unless they leave the wall within 1 round of casting the spell.</p><p>Scintillating wall can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell cast by a caster of 13th level or higher, at a cost of 12,500 gp.</p>


name: Scorching Ash Form
level: alchemist 4, sorcerer/wizard 4
school: transmutation [fire]
casting_time: 1 standard action
components: S, M (a bit of gauze and a handful of ashes)
range: touch
target: willing corporeal creature touched
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/g/gaseous-form">gaseous form</a>, except the target becomes a visible swirl of hot ash and smoke instead of harmless translucent gas. The target gains the fire subtype. Any creature that begins its turn sharing a space with the target takes 2d6 points of fire damage and must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (DC 15, + 1 per previous check) or suffer the effects of smoke inhalation.</p>


name: Scorching Ray
level: bloodrager 2, magus 2, sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one or more rays
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.</p>


name: Scourge of the Horsemen
level: cleric 9, sorcerer/wizard 9
school: necromancy [acid, evil]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 30-ft. burst
duration: instantaneous
saving_throw: Fortitude half
spell_resistance: yes
description:
<p>This spell blasts the area with a horrific combination of soul-rending energy and physical corrosion. Creatures in the area of effect gain 1d4 <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a>, and take 1d6 points of acid damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d6).</p>


name: Scouring Winds
level: druid 7, sorcerer/wizard 7, witch 7
school: evocation [air, earth]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: sandstorm in 20-ft. radius, 20 ft. high
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes (see text)
description:
<p>This spell brings forth a windstorm of stinging sand that blocks all vision. You can move the storm up to 30 feet each round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>.</p><p>Any creature in the area takes 3d6 points of piercing damage each round. The area is considered a windstorm (see <a href="https://www.d20pfsrd.com/gamemastering/environment/weather#Table-Wind-Effects">Table: Wind Effects</a>).</p><p>If a creature with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> successfully resists this spell, it is unaffected by the winds and sand, but still unable to see within the area of the spell.</p>


name: Screaming Flames
level: antipaladin 3, cleric 3
school: evocation [evil, fire, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a charred animal or humanoid skull fragment)
range: close (25 ft. + 5 ft./2 levels)
effect: a sheet of flame up to 15 ft. long and 10 ft. high that moves 15 ft. in a straight line.
duration: instantaneous
saving_throw: Reflex half and Will negates (see text)
spell_resistance: yes
description:
<p>A sheer wall of flame appears and rushes away from you.</p><p>Tendrils of fire reach out of it, shaped into skulls screaming in agony. When the wall passes through a creature’s space, that creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or take 1d8 points of fire damage for every 2 caster levels you have (maximum 5d8). Any creature taking fire damage must also succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or take 1d3 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>. Deaf creatures receive a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves.</p><p>If your campaign uses <a href="https://www.d20pfsrd.com/gamemastering/other-rules/sanity">the sanity rules</a>, a creature takes 1d6 points of sanity damage instead of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>.</p>


name: Screech
level: witch 3
school: evocation [sonic]
casting_time: 1 standard action
components: V
range: 30 ft.
area: 30-ft.-radius spread centered on you
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You emit a shrill, piercing shriek, startling those around you into dropping their guard. Enemies in the area must make a successful Saving Throw or immediately provoke attacks of opportunity from foes that threaten them. You and your allies are unaffected by your own <i>screech</i>.</p>


name: Screen
level: sorcerer/wizard 8
school: illusion (glamer)
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft. cube/level (S)
duration: 24 hours
saving_throw: none or Will disbelief (if interacted with); see text
spell_resistance: no
description:
<p>This spell creates a powerful protection from scrying and observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.</p>


name: Scribe’s Binding
level: occultist 6, sorcerer/wizard 9, witch 9
school: transmutation (polymorph)
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
target: creature touched
duration: permanent
saving_throw: Fort negates
spell_resistance: yes
components:
V, S, F (a book bound in precious metals and treated with rare oils, worth 1,000 gp per HD of the target)

description:
<p>This spell binds a single creature into a prepared book, sustaining it in suspended animation and filling the book with its experience and knowledge. The tome weighs 10 pounds and has one page for every day of the subject’s life. The cover and binding transform to reflect the subject’s appearance, interests, and tastes. Every thought and memory—including those the target may have forgotten long ago—are perfectly transcribed within the enchanted pages, penned in excruciating detail in the language that the creature was thinking or speaking in when the event occurred. If a memory includes dialogue in a language the subject didn’t understand, that dialogue is reproduced phonetically, and must be translated by a reader who knows that language. Any alterations to a subject’s memories—such as by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/m/modify-memory">modify memory</a> spell—appear in a subtly different script; a successful DC 35 <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> check is needed to identify this.</p><p>Spells that modify or remove text—such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/e/erase">erase</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/secret-page">secret page</a>—also affect the target’s memory if they persist after its release. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/m/modify-memory">Modify memory</a> can be used to repair any changes to its original state, or alter the accounts recorded within the book.</p><p>A creature imprisoned by scribe’s binding automatically fails any saving throws against effects to change or modify its memories.</p><p>A target bound by this spell can be freed by only <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/f/freedom">freedom</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/w/wish">wish</a>. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/polymorph-any-object">Polymorph any object</a> restores the target’s normal form for 24 hours. Scribe’s binding makes the imprisoning tome supernaturally durable (<a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 20, 10 hp per HD the imprisoned creature had). Destroying the tome immediately slays the creature imprisoned within.</p>


name: Scripted Hallucination
level: bard 5, magus 5, medium 4, mesmerist 5, occultist 5, psychic 5, sorcerer/wizard 5
school: illusion (phantasm) [mind-affecting]
duration: 1 minute/level (D)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/audiovisual-hallucination">audiovisual hallucination</a>, except that the phantasm includes visual, auditory, olfactory, tactile, and thermal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, and the phantasm follows a complex script. The phantasm follows that script without your <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> and can react to stimuli the targets perceive.</p>


name: Scrivener’s Chant
level: bard 0, cleric/oracle 0, sorcerer/wizard 0
school: transmutation
casting_time: 1 standard action
components: V, S, M (fine sand and a vial of ink)
range: 5 ft.
target: one or more written objects
duration: concentration, up to 1 minute/level
saving_throw: Will (harmless, object)
spell_resistance: yes
description:
<p>This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell’s duration and provide new blank pages as required. The scrivener’s chant requires blank paper and a quill or other writing materials, in addition to the material components.</p>


name: Scrying
level: bard 3, cleric/oracle 5, druid 4, shaman 4, sorcerer/wizard 4, witch 4
school: divination (scrying)
casting_time: 1 hour
components: V, S, M/DF (a pool of water), F (a silver mirror worth 1,000 gp)
range: see text
effect: magical sensor
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You can observe a creature at any distance. If the subject succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Knowledge</th>
<th class="text">Will Save Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">None*</td>
<td class="number">+10</td>
</tr>
<tr>
<td class="text">Secondhand (you have heard of the subject)</td>
<td class="number">+5</td>
</tr>
<tr>
<td class="text">Firsthand (you have met the subject)</td>
<td class="number">+0</td>
</tr>
<tr>
<td class="text">Familiar (you know the subject well)</td>
<td class="number">-5</td>
</tr>
</tbody>
</table><p>*You must have some sort of connection (see below) to a creature of which you have no knowledge.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Connection</th>
<th class="text">Will Save Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Likeness or picture</td>
<td class="number">-2</td>
</tr>
<tr>
<td class="text">Possession or garment</td>
<td class="number">-4</td>
</tr>
<tr>
<td class="text">Body part, lock of hair, bit of nail, etc.</td>
<td class="number">-10</td>
</tr>
</tbody>
</table><p>If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.</p><p>As with all <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-chaos">detect chaos</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-good">detect good</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-law">detect law</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/m/message">message</a>.</p><p>If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.</p><div style="margin-left: 20px">


name: Sculpt Corpse
level: sorcerer/wizard 1
school: necromancy
casting_time: 1 standard action
components: V, S, M (lump of wax)
range: touch
duration: instantaneous
saving_throw: Will partial; see text
spell_resistance: no
description:
<p>With a clammy caress and a word to the powers lurking beyond death, you can reshape a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> body look like another creature or even a specific person so long as you have firsthand knowledge of how that creature or person actually looks.</p><p>You can make the corpse one size larger or smaller and change anything else about it including its apparent type, gender, or age. Creatures with a reason to suspect deception may make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> Saving Throw to realize that the corpse was altered. If you chose to make the corpse look like a specific individual anyone who knows that individual can make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to realize that the corpse is not actually that person. However, if a creature fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save by 5 or less they believe the corpse is that of someone who closely resembled the person they knew rather than a deliberate fake. This spell merely changes the appearance of the corpse. Any spell or effect that targets the corpse (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/speak-with-dead"><i>speak with dead</i></a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/r/raise-dead"><i>raise dead</i></a>) treats it as if it still had its original appearance.</p>


name: Sculpt Simulacrum
level: psychic 2, sorcerer/wizard 2
school: transmutation
components: V, S
range: touch
target: simulacrum touched
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You create cosmetic changes to a <a href="https://www.d20pfsrd.com/magic/all-spells/s/simulacrum/" style="font-style: italic">simulacrum</a>, similar to <a href="https://www.d20pfsrd.com/magic/all-spells/d/disguise-self/" style="font-style: italic">disguise self</a>, except the changes are physical rather than illusory. This does not change any of the <a href="https://www.d20pfsrd.com/magic/all-spells/s/simulacrum/" style="font-style: italic">simulacrum’s</a> abilities.</p>


name: Sculpt Sound
level: bard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You can change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it. You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself. </p><p>A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.</p>


name: Sculpted Cape
level: bard 1, occultist 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, F (cape or loose outer garment)
range: personal
target: you
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>Your cape, cloak, or shawl stiffens and maintains its shape even if removed. A sculpted cape has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 2 and a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and it can support 1 pound of weight per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. An unworn sculpted cape can provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a>.</p>


name: Sea Stallion
level: druid 4, paladin 4, ranger 4
school: transmutation (polymorph)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sea-steed/"><em>sea steed</em></a>, but as long as you stay mounted on the target, you also gain the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amphibious-Ex-">amphibious</a> quality and your melee attacks function as if you were under the effect of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement">freedom of movement</a>. the benefits you gain from this spell are not <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph">polymorph</a> effects. If you dismount from the target, you retain the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amphibious-Ex-">amphibious</a> quality for up to 1 minute, but not the other benefits. You regain all of the benefits once you mount the target creature again.</p>


name: Sea Steed
level: druid 2, paladin 2, ranger 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: a creature you are mounted upon
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target adapts to life in the water, gaining piscine scales that cover its body and growing fins in place of feet.</p><p>It gains the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> subtype, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amphibious-Ex-">amphibious</a> quality, and a swim speed equal to its base speed before it came under the effect of this spell. While under the effects of this spell, the target’s base speed is reduced by 10 feet (minimum 10 feet).</p>


name: Sea of Dust
level: druid 9
school: transmutation [water]
casting_time: 1 hour
components: V, S, DF
range: 0 ft.
saving_throw: none
spell_resistance: no
description:
<p>You cause all areas of water to which you have line of effect to recede as if you had cast <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/control-water">control water</a>. Exposed water that enters the area ebbs away, evaporating or leaching into the ground at a rate of 1 foot of depth per hour. Living creatures in the area when the spell is cast are parched with thirst and take a –4 penalty on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> checks to resist the effects of a hot climate, and their daily water requirement to avoid thirst doubles. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">Plant</a> creatures and inanimate plants take 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> per hour after the first 24 hours, which bypasses <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>. Living creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> or water subtype, unless completely immersed in water, must attempt a DC 20 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> check each hour no matter how much water they drink. A creature that fails takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> and becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> until it recovers from the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>.</p><p>After 1 week, the soil in the area of sea of dust begins to break down and blow away. Moderate winds have a 50% chance each hour to cause sandstorms. This chance increases to 75% in strong winds and 100% in severe or stronger winds. Short-duration wind effects such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gust-of-wind">gust of wind</a> create sandstorms with the same area and duration as the spell, plus an identical duration after the spell ends.</p><p>After 1 month, the soil in an area affected by sea of dust has virtually disintegrated. The area is treated as a shallow bog for the purposes of movement, with a 25% chance each hour to encounter an area equivalent to a deep bog 2d6×10 feet across, and a 5% chance to encounter a collapsing dust drift equivalent to quicksand 1d6×5 feet across.</p><p>The affected region remains desertlike in condition until the magic is dispelled, at which point the region recovers and returns to its original terrain over the course of time (this may take only days or weeks, or it could take months or even years, subject to GM discretion). This spell has no effect if cast on an entirely aquatic region. If the spell is cast on an island, the effects of the spell extend to the shore but not beyond.</p>


name: Sealed Life
level: medium 2, spiritualist 3
school: abjuration
casting_time: 1 standard action
components: S
range: close (25 ft. +5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
<p>You seal the life force within the target, preventing it from sharing its vitality with others. Affected creatures can’t transfer damage to or from another, such as through <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shield-other">shield other</a>, a spiritualist’s life bond, or a <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner’s</a> life link. Effects such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/v/vampiric-touch">vampiric touch</a> that steal vitality from others deal damage normally, but provide no benefits.</p><div style="margin-left:20px">


name: Sealed Sending
level: sorcerer/wizard 5
school: conjuration (creation) [language-dependent]
casting_time: 1 standard action
components: V, S
range: unlimited Effect one non-magical parchment with a written message
duration: 1 hour/level or until discharged
saving_throw: none (harmless) Spell Resistance no (harmless)
description:
<p>You create a <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a> bearing a message in any language you can speak, with a maximum length of 50 words. The <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a> magically appears anywhere you have viewed at least once on the same plane of existence you are on now. When the spell ends or when the message has been read completely, the <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a> disintegrates, leaving no trace. This spell cannot be detected, traced, or blocked by any spell of a lower level.</p>


name: Seamantle
level: druid 8, sorcerer/wizard 8
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M (a cup of water)
range: personal
duration: 1 minute/level
description:
<p>You sheathe yourself within a churning column of pure <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a> water up to 30 feet high that fills your space. You gain a swim speed equal to your land speed and can see, hear, and breathe normally within the <i>seamantle</i>, but attacks against you are treated as if you were under the surface of the water. You gain improved <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> (+8 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a>, +4 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves) against foes that do not have <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement">freedom of movement</a> effects. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> granted by the <i>seamantle</i> does not enable you to make <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks or prevent attacks of opportunity. Magical attacks against you are unaffected unless they require attack rolls or state that they do not function underwater (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/cloudkill">cloudkill</a>).</p><p>The <i>seamantle</i> blocks line of effect for any fire spell or supernatural fire effect, but enemies can attempt to use fire spells within the <i>seamantle</i>; this requires a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC 20 + spell level), and if successful the fire spell takes as a bubble of steam contained within the <i>seamantle</i> rather than its usual effect.</p><p>The <i>seamantle</i> allows you to make a slam attack by forming a pseudopod of water, inflicting damage appropriate for your size. This slam attack has a reach of 30 feet. In addition, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can attempt to extinguish fires by touch.</p><p>You automatically extinguish up to a 10-foot cube of normal fire. Against magical fire effects, your touch acts as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>; this also applies to any non-instantaneous fire affect that comes into contact with you (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/flame-blade">flame blade</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere">flaming sphere</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/incendiary-cloud">incendiary cloud</a>). Even if you fail to extinguish a fire, you are not harmed by it. A <i>flaming</i> or <i>flaming burst</i> weapon that strikes you has its power suppressed for 1d4 rounds if the wielder fails a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save.</p>


name: Searching Shadows
level: bard 2, sorcerer/ wizard 2
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: shadows in a 10-foot-radius spread
duration: concentration
saving_throw: Reflex partial
spell_resistance: yes
description:
<p>Strands of shadow probe an area, searching for a creature or object you specify by shape, size, or texture. Each round, the shadows attempt a <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check on the squares they <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> with a total bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier, whichever is higher. You can move the shadows up to 30 feet or change the search criteria as part of concentrating on the spell. Whenever the shadows come into contact with a creature with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, you must attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check to overcome its <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>. If you fail, the spell ends.</p><p>When the shadows locate a desired item or creature, you are aware of its shape and size and can order the shadows to try to seize it. If the shadows are seeking a creature, the area they cover becomes difficult terrain for that creature, and the creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> and unable to move. Changing the criteria of the creature or object sought or moving the shadows away from an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> target frees it. If the target is an object carried by a creature, the shadows attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check as appropriate, using the same modifier as for their <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check. The shadows can pick up and move unattended, non-magical objects that weigh up to 5 pounds.</p>


name: Searing Light
level: cleric/oracle 3, inquisitor 3
school: evocation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: ray
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target.</p><p>A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8).</p><p>An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature takes 1d6 points of damage per caster level (maximum 10d6), and an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature particularly <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilties-Ex-or-Su-">vulnerable</a> to bright light takes 1d8 points of damage per caster level (maximum 10d8).</p><p>A <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).</p>


name: Sebaceous Twin
level: cleric 3, druid 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 1 round/level (see text)
saving_throw: none (see text)
spell_resistance: yes
description:
<p>By touching a living target, you cause a half-formed, parasitic <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/clone">clone</a> of the target to burst from its midsection.</p><p>The twin dangles from the target’s body, making it difficult for the target to move easily and imparting a –2 penalty on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> and <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> checks. In addition, for the spell’s duration, the target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw at the start of its turn each round, or else it takes 1 point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for that round as the twin siphons off its blood. Each time the target receives any <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> (magical or otherwise), the duration of this spell is <a href="https://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic">extended</a> by 1 round. Each attack that deals damage to the target reduces the duration of this spell by 1 round. If the duration reaches 0 rounds in this manner, the twin is violently excised from the body, and the target takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage (which can be healed as normal).</p><p>The effect of sebaceous twin counts as a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> effect with a DC equal to the spell’s saving throw DC.</p>


name: Secluded Grimoire
level: magus 1, sorcerer/wizard 1
school: conjuration (summoning)
casting_time: 1 round
components: V, S
range: touch
target: spellbook touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell sends a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Spellbook">spellbook</a> into a random but safe location on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>, where it remains indefinitely. When you cast this spell, the target <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Spellbook">spellbook</a> dissolves into quickly fading lines of energy and runes that reflect all of the spells stored within. Thereafter, you can retrieve the spellbook by concentrating as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, causing it to reappear in your hands. You cannot cast this spell on another spellbook if you currently have a spellbook in the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>. No other creatures or objects accompany the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Spellbook">spellbook</a> you send away, and the duration of any spells currently affecting the spellbook continue normally.</p>


name: Second Wind
level: antipaladin 3, cleric 3, inquisitor 3, paladin 3, ranger 3
school: conjuration (healing) [air]
casting_time: 1 swift action or immediate action ; see text
components: V
range: personal
target: you
duration: instantaneous
description:
<p>You can cast this spell only when you have fewer than one-quarter of your total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. With a gasping utterance, you summon invigorating air to fill your lungs. You heal 2d8 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10). You can cast this spell either as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> on your turn or as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> when you are brought to below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. If you do not breathe, you can’t benefit from this spell.</p>


name: Secret Chest
level: sorcerer/wizard 5, witch 5
school: conjuration (summoning)
casting_time: 10 minutes
components: V, S, F (the chest and its replica)
range: see text
target: one chest and up to 1 cu. ft. of goods/caster level
duration: 60 days or until discharged
saving_throw: none
spell_resistance: no
description:
<p>You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.</p><p>The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail) so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) The chests are non-magical and can be fitted with locks, wards, and so on, just as any normal chest can be.</p><p>To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, even with a <i>wish</i> spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.</p><p>Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.</p>


name: Secret Coffer
level: sorcerer/wizard 3, witch 3
school: conjuration (summoning)
target: one small chest or coffer and up to 1 cu. ft. of goods
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/secret-chest">secret chest</a>, except the coffer is only 1 foot square and can contain only 1 cubic foot of goods, and the container can remain safely hidden on the Ethereal Plane for only 14 days before it risks becoming lost. The spell automatically fails if a living creature enters the coffer. The coffer used as a focus for secret coffer must cost at least 500 gp, and its replica costs 5 gp.</p>


name: Secret Page
level: bard 3, sorcerer/wizard 3
school: transmutation
casting_time: 10 minutes
components: V, S, M (powdered herring scales and a vial of will-o’-wisp essence)
range: touch
target: page touched, up to 3 sq. ft. in size
duration: permanent
saving_throw: none
spell_resistance: no
description:
<p>S<i>ecret page</i> alters the contents of a page so that it appears to be something entirely different. The text of a spell can be changed to show another spell of equal or lower level known by the caster. This spell cannot be used to change a spell contained on a <a href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a>, but it can be used to hide a <a href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a>. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/explosive-runes">Explosive runes</a> or <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sepia-snake-sigil">sepia snake sigil</a></i> can be cast upon the <i>secret page</i>.</p><p>A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages">comprehend languages</a> spell alone cannot reveal a <i>secret page</i>‘s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page and return it to its <i>secret page</i> form at will. You can also remove the spell by double repetition of the special word. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> spell reveals dim magic on the page in question but does not reveal its true contents. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/true-seeing">True seeing</a> reveals the presence of the hidden material but does not reveal the contents unless cast in combination with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages">comprehend languages</a>. A <i>secret page</i> spell can be <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispelled</a>, and the hidden writings can be destroyed by means of an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/erase">erase</a> spell.</p>


