# spell

name: Geas/Quest
level: bard 6, cleric/oracle 6, inquisitor 5, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [curse, language-dependent, mind-affecting]
casting_time: 10 minutes
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 day/level or until discharged (D)
saving_throw: none
spell_resistance: yes
description:
<p>This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.</p><p>If the subject is prevented from obeying the <i>geas/quest</i> for 24 hours, it takes a -3 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Penalties">penalty</a> to each of its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores">ability scores</a>. Each day, another -3 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Penalties">penalty</a> accumulates, up to a total of -12. No ability score can be reduced to less than 1 by this effect. The ability score <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Penalties">penalties</a> are removed 24 hours after the subject resumes obeying the <i>geas/quest</i>.</p><p>A <a href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse/" style="font-style: italic">remove curse</a> spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. <a href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment/" style="font-style: italic">Break enchantment</a> does not end a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/geas-quest/">geas/quest</a>, but <a href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish/" style="font-style: italic">limited wish</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/m/miracle/" style="font-style: italic">miracle</a>, and <a href="https://www.d20pfsrd.com/magic/all-spells/w/wish/" style="font-style: italic">wish</a> do.</p><p><a href="https://www.d20pfsrd.com/classes/core-classes/bard">Bards</a>, <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> usually refer to this spell as <i>geas</i>, while clerics call the same spell <i>quest</i>.</p><div style="margin-left: 40px">
<p><a name="Lesser-Geas"></a></p>


name: Genesis
level: artifice 9
school: conjuration (creation)
casting_time: 1 week (8 hours/day)
components: V, S, M (small crystalline sphere worth 25,000 gp)
range: 180 ft.
effect: a demiplane on the Ethereal Plane centered on you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You create an immobile, finite demiplane with limited access. Demiplanes created by this spell are very small. At first, the demiplane grows at a rate of 1-foot-radius per day, up to a 180-foot radius. You determine the environment in the demiplane, reflecting most any desire you can visualize, such as atmosphere, water, temperature, and the shape of the terrain. The spell cannot create life, nor can it create buildings. If desired, these must be brought in by some other fashion.</p><p>You can cast this spell again to enlarge the demiplane by 60 feet per casting if you are inside its boundaries.</p><p><b>Material Component</b>: A perfectly formed crystal sphere worth at least 25,000 gp.</p>


name: Geniekind
level: cleric 5, druid 5, sorcerer/wizard 5, summoner 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a pinch of dust, embers, wind-blown sand or drops of water, depending on the genie type)
range: personal
target: you
duration: 1 round/level
description:
<p><span>Upon casting this spell, you must choose one type of genie to transform into, selecting from </span><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/djinni">djinni</a><span>, </span><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/efreeti">efreeti</a><span>, </span><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/marid">marid</a><span>, or </span><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/shaitan">shaitan</a><span>. You retain your basic physical appearance but shift in some way to become more akin to the genie type you chose. While under the effects of geniekind, you gain a +2 </span><a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Racial-Bonus">racial bonus</a><span> on all saving throws against </span><a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Paralysis">paralysis</a><span>, </span><a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a><span>, </span><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/s/sleep" style="background-color:transparent;font-style:italic">sleep</a><span>, and stunning effects, and a +4 </span><a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a><span> to your </span><a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a><span>. You also gain a +2 </span><a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a><span> to </span><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a><span> and a +5 bonus on all </span><a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a><span> checks made when interacting with creatures of the same </span><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a><span> subtype as your chosen genie. In addition, you gain other abilities depending upon the type of genie you choose to assume the form of, as detailed below.</span></p><ul>
<li><b>Djinni</b>: You gain the ability to fly at a speed of 60 feet with perfect maneuverability. When flying, your lower torso trails away into a vortex of wind and smoke. You gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> electricity 10.</li>
<li><b>Efreeti</b>: Your flesh turns a deep red and you grow large horns on your head. Your unarmed strikes and any melee weapon you wield deal +1d6 points of fire damage. You gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> fire 10.</li>
<li><b>Marid</b>: Your flesh turns blue and you gain webbed fingers and toes. You gain a swim speed of 60 feet and can breathe water. You gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> cold 10.</li>
<li><b>Shaitan</b>: Your flesh gains the coloration of stone and your hair appears to be sculpted from fine crystals. You gain a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> speed of 60 feet and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> acid 10.</li>
</ul>


name: Genius Avaricious
level: cleric 6, sorcerer/wizard 6
school: conjuration (creation) [evil]
casting_time: 10 minutes
components: V, S, M (valuable offerings; see text), F (one gold coin)
range: touch
effect: a vestige of the archdevil Mammon imbues a coin with a negotiable degree of power
duration: instantaneous (see text)
saving_throw: none
spell_resistance: no
description:
<p>Casting this spell constitutes performing a rite of sacrifice to the archdevil Mammon, making an offering to the Lord of Erebus and channeling a measure of his disembodied might into a single coin. The power and abilities of this vestige correspond directly to the value of the offering, allowing for three distinct effects.</p><div style="margin-left:40px">
<p><b>Corrupted Coin</b>: Making a sacrifice worth 1,500 gp corrupts the focus into a “lucky” or “unlucky” coin as per the caster’s will for 1 month. Any creature that bears the coin gains a bonus or penalty (decided by the caster at the time of casting) on all <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a>, <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/craft">Craft</a>, and <a href="https://www.d20pfsrd.com/skills/profession">Profession</a> checks. This bonus or penalty is equal to 1 per 3 caster levels (maximum +5 at 15th level). In addition, the coin can produce an effect similar to the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/a/augury"><i>augury</i></a> once per day—its ﬂip producing a weal (heads), woe (tails), or nothing result (landing on the edge). Potentially unknown to the bearer (if different from the caster), the caster can telepathically hear any question asked of the coin and, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>, influence the result as he chooses.</p>
<p><b>Mammon’s Mantle</b>: Making a sacrifice worth 3,000 gp transforms the coin into a kind of infernal aegis for any who swallow the coin. Upon ingesting the coin, the target gains a bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> equal to +1 per 3 caster levels (maximum +5 at 15th level). The bearer’s blood also takes on a hue like liquid gold and runs slowly, granting him immunity to <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>, and aging effects, and causing him to automatically <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable">stabilize</a> if reduced to fewer than 0 hit points. Additionally, the bearer can eat gold to heal himself, regaining 1 hit point for every 20 gold pieces he consumes (materials other than gold provide no beneﬁt). The coin’s effects last for 1 day per caster level.</p>
<p><b>Gold Guardian</b>: Making a sacrifice worth 6,000 gp allows the focus coin to animate nearby coins. When cast into a pile of 100,000 coins, an animate hoard forms under the control of the caster. The guardian serves for 1 month. After this month, coins begin disappearing from the guardian at a rate of 100 gp per day, reducing the creature’s hit points by 1 per day. When the guardian’s hit points reach 0, the guardian collapses and the focus coin is destroyed. Coins lost from the guardian can be replaced, restoring any lost hit points.</p>
</div><p>In addition to the effects of any of these offerings, should the focus coin be swallowed, any being sired or conceived by the creature while the magic is in effect is born as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/tiefling">tieﬂing</a> (bearing an indirect relation to Mammon himself).</p>


name: Gentle Breeze
level: druid 1, shaman 1, sorcerer/wizard 1, witch 1
school: evocation (air)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object
duration: 1 hour (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You create a light wind that blows only against the target, from a direction of your choice. The breeze grants the target a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on saves against very hot conditions, severe heat, and saves against clouds, vapors, and gases (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/c/cloudkill">cloudkill</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/s/stinking-cloud">stinking cloud</a>, and inhaled poisons). There must be air present to use this spell.</p>


name: Gentle Repose
level: cleric/oracle 2, shaman 2, sorcerer/wizard 3, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (salt and a copper piece for each of the corpse’s eyes)
range: touch
target: corpse touched
duration: 1 day/level
saving_throw: Spell Resistance negates (object)
spell_resistance: yes (object)
description:
<p>You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/r/raise-dead"><i>raise dead</i></a>). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a slain (and thus decaying) comrade less unpleasant.</p><p>The spell also works on severed body parts and the like.</p>


name: Geomessage
level: arcanist 4, bard 3, hunter 3, medium 3, occultist 3, ranger 3, skald 3, sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 minute
components: V, S, M (a scrap of vellum)
range: touch
target: surface touched
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
<p>You create a written message of 50 words or fewer, or else an image, a drawing, or a similar diagram. The <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Figment">figment</a> hangs <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> and obscured upon the target surface for the duration of the spell. Another casting of geomessage is needed to cause the <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Figment">figment</a> to arrange itself into the intended message.</p><p>When you cast the spell, you can choose to incorporate a passphrase into the spell. If you do so, the message is protected as if <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/nondetection">nondetection</a> had been cast on it for the full duration of the spell, though creatures that cast geomessage on the surface and speak the passphrase ignore the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/nondetection">nondetection</a> effect and cause the image to become visible until the caster speaks the passphrase again.</p><p>Without a passphrase, the message simply remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> to those who cast geomessage. Detection methods like <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/see-invisibility">see invisibility</a> indicate the message’s presence but do not reveal its contents.</p>


name: Getaway
level: bard 6, sorcerer/wizard 6
school: conjuration [teleportation]
casting_time: 1 minute
components: V, S, M (a brass doorknob)
range: unlimited
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p><i>Getaway</i> teleports you and allies you designate at the time of casting to a predetermined location. You must initially cast the spell at that location-all creatures affected by the spell must be present at that time and within 30 feet of you. At any time before the spell’s duration expires, you may trigger the spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. At this time, all affected creatures (or their remains and gear) within 30 feet of you are teleported to the location where you first cast the spell. Creatures more than 30 feet away from you are left behind. Selected creatures within 30 feet of you who do not wish to travel with you at that time can simply choose not to go. You can be transported any distance within a plane but cannot travel between planes.</p>


name: Geyser
level: druid 4, magus 5, sorcerer/wizard 5
school: conjuration (creation) [fire, water]
casting_time: 1 standard action
components: V, S, M/DF (a piece of lava rock)
range: long (400 ft. + 40 ft./level)
effect: spout of boiling water filling a 5 ft. square and spraying upward 10 ft./2 levels
duration: concentration + 1 round/level
saving_throw: Reflex partial (see below)
spell_resistance: no
description:
<p>You cause a column of boiling water to spring forth from any horizontal surface, knocking over creatures directly over it and exposing nearby creatures to searing droplets as its spray falls back to the ground.</p><p>Any creature entering the <i>geyser</i>, or occupying the square it appears in, must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw to avoid being hurled into the air and then tossed to the ground. If the creature fails its saving throw, it takes 3d6 points of fire damage from the boiling water and also takes falling damage based upon the height of the <i>geyser</i> (e.g., if the <i>geyser</i> is 50 feet tall, the creature takes 5d6 falling damage), landing <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> in a random square adjacent to the <i>geyser</i>. A successful saving throw halves the damage and negates the falling damage, and the creature is moved to the closest square adjacent to the <i>geyser</i> (Large-sized or larger creatures are moved enough so that they are not on top of the <i>geyser</i> but still adjacent to it).</p><p>This movement does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> and does not count toward the creature’s normal movement.</p><p>In addition, the <i>geyser</i> sprays boiling water in a hemispherical emanation around its square. The radius of this emanation is equal to one-half the <i>geyser</i>‘s height (e.g., a 50-foot <i>geyser</i> has a 25-foot-radius emanation). Any creature within this area, including yourself, takes 1d6 points of fire damage each round as droplets of boiling water cascade on them.</p><p>You can choose to make a smaller <i>geyser</i> than your level permits if an obstruction prevents it from reaching its full height, or if you simply want to create a spread of boiling rain that’s smaller than what would be created by a full-height <i>geyser</i> spell.</p>


name: Ghost Brand
level: bard 4, occultist 3, spiritualist 4, witch 4
school: transmutation [shadow]
casting_time: 10 minutes
components: V, S, M (a branding iron and a strip of white silk worth 10 gp)
range: touch
target: one willing creature and one object touched
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You alter the fundamental substance of a single object up to 2 cubic feet per level in size and at least one size category smaller than the target creature, causing it to become shadowy and intangible, as though made out of quasi-real shadowstuff. You link the intangible item to the target’s flesh by making a brand shaped like the item on the target’s skin. The intangible item merges with the target’s flesh and is contained within the target’s body, moving with the target wherever it goes. The creature can retrieve the item or reabsorb it as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, and can do so as many times as it wants. When worn or wielded by the target, the item regains its solidity and functions normally, though the target can’t drop or remove the item (other than by using the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>), nor can it be disarmed or stolen. If the item is destroyed, the spell ends. If the ghost brand spell is dispelled while the object is inside the target’s body, the object bursts out of the target’s flesh, dealing 3d6 points of piercing and slashing damage to the target that bypasses <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>, as well as 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage.</p>


name: Ghost Sound
level: bard 0, magus 0, psychic 0, sorcerer/wizard 0
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M (a bit of wool or a small lump of wax)
range: close (25 ft. + 5 ft./2 levels)
effect: illusory sounds
duration: 1 round/level (D)
saving_throw: Will disbelief
spell_resistance: no
description:
<p><i>Ghost sound</i> allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound <i>ghost sound</i> creates when casting it and cannot thereafter change the sound’s basic character.</p><p>The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a <i>ghost sound</i> spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a <i>ghost sound</i> receives a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve.</p><p><i>Ghost sound</i> can enhance the effectiveness of a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silent-image/">silent image</a></i> spell.</p><p><i>Ghost sound</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><h3>FAQ</h3><p style="font-weight: bold;">Can ghost sound create intelligible speech?</p><p>Making something that sounds like speech, and actually making intelligible speech are two different things. This spell can create sound that resembles people talking, but anyone listening carefully find they can’t actually make out what the “people” are saying (imagine a crowded room with background conversations you can’t focus in on). After all, it is a cantrip, and shouldn’t be as good as <a href="https://www.d20pfsrd.com/magic/all-spells/v/ventriloquism/" style="font-style: italic;">ventriloquism</a> (which is a higher-level spell).</p><p class="source">[<a href="http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9quv" rel="noopener" target="_blank">Source</a>]</p>


name: Ghost Whip
level: cleric 2, inquisitor 2, magus 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: evocation
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: whip of flexible ectoplasm
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>A white, 15-foot-long lash of ghostly evanescence appears from your hand. This weapon is treated as a <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/ghost-touch">ghost touch</a> whip with no <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a>. You can wield it as a whip as if you were proficient. Attacks with a ghost whip are resolved as incorporeal touch attacks. The whip affects only creatures you attack with it, passing through objects and other creatures in its path and thereby allowing you to ignore <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> between you and your target. When a ghost whip attack passes through total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a>, the target is treated as having total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (50% miss chance). Against <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures, a ghost whip deals lethal damage and can be used to perform <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Drag">drag</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reposition">reposition</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a> (in addition to a whip’s normal <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> maneuvers). A ghost whip cannot be disarmed or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sundered</a>.</p>


name: Ghost Wolf
level: bloodrager 4, sorcerer/wizard 4, summoner 2
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, F ( dire wolf tooth)
range: 0 ft.
target: one quasi-real wolflike creature
duration: 1 hour/level (D) or 1 round/level; see text
saving_throw: none (see description)
spell_resistance: no
description:
<p>This spell conjures a Large, quasi-real, wolflike creature made of roiling black smoke. It functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/p/phantom-steed">phantom steed</a>, except as noted above. In addition, the creature radiates an aura of fear. Any creature with fewer than 6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> within 30 feet (except the ghost wolf‘s rider) must make 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-Shaken">shaken</a> for 1d4 rounds (this is a mind-affecting <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/f/fear">fear</a> effect). A creature that makes its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save is unaffected by the steed’s <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/f/fear">fear</a> aura for 24 hours.</p><p>The ghost wolf may also be used in combat. Once per round, the rider may direct the ghost wolf to attack in battle as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> (bite +10, 1d8+6 points of damage); unlike an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> mount, this does not require a <a href="https://www.d20pfsrd.com/skills/ride">Ride</a> check or any training. Once the ghost wolf attacks, it lasts for only 1 round per level thereafter. </p><p>The mount is AC 18 (–1 size, +4 natural armor, +5 Dex) and 7 <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Hit%20Points#h-Hit%20Points">Hit Points</a> + 1 hit point per <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Magic#h-Caster%20Level">Caster Level</a>. If it loses all its <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Hit%20Points#h-Hit%20Points">Hit Points</a>, the ghost wolf disappears. A ghost wolf has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider’s weight plus up to 10 pounds per <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Magic#h-Caster%20Level">Caster Level</a>.</p><p>These mounts gain certain powers according to <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Magic#h-Caster%20Level">Caster Level</a>. A mount’s abilities include those of mounts of lower caster levels.</p><p><i>8th <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Level#h-Level">Level</a></i>: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.</p><p><i>10th <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Level#h-Level">Level</a></i>: The mount can use <i>water walk </i>at will (as the spell, no <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Action#h-Action">Action</a> required to activate this ability).</p><p><i>12th <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Level#h-Level">Level</a></i>: The mount can use <i>air walk </i>at will (as the spell, no <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Action#h-Action">Action</a> required to activate this ability) for up to 1 round at a time, after which it falls to the ground.</p><p><i>14th <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Level#h-Level">Level</a></i>: The mount can fly at its speed with a bonus on <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Fly#h-Fly">Fly</a> <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Skill%20Checks#h-Skill%20Checks">Skill Checks</a> equal to your <a class="autolink" href="https://app.roll20.net/compendium/pathfinder/Magic#h-Caster%20Level">Caster Level</a>.</p>


name: Ghostbane Dirge
level: bard 2, cleric/oracle 2, inquisitor 2, paladin 1, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (an old reed from a wind instrument)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.</p><a name="TOC-Ghostbane-Dirge-Mass"></a>


name: Ghostly Disguise
level: alchemist 2, bard 2, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minute/level (D)
description:
<p>You make yourself—including clothing, armor, weapons, and equipment—appear translucent like a ghost. Any mundane or magical disguise on you is affected by this <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> as well; for example, if you are disguised as the king or a sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly form may have a pale green, blue, or violet coloration, or a muted version of your normal appearance.</p><p>The spell does not actually make you ghostly or provide any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> abilities. If you choose, the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> can make you appear to float slightly above the ground, though you are actually still on the ground. A creature that interacts with the glamer gets a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to recognize it as an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>.</p>


name: Ghoul Army
level: cleric 5, sorcerer/wizard 5, witch 5
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M/DF (a handful of ghoul’s teeth)
range: 5 feet
effect: 1d4+1 ghouls and 1 ghast
duration: 1 round/level
saving_throw: Fortitude half (see text)
spell_resistance: no
description:
<p>By scattering a handful of ghoul’s teeth across the ground, you cause 1d4+1 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul">ghouls</a> led by a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul/ghoul-ghast/" rel="nofollow">ghast</a> to rise up from the ground around you. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul">ghouls</a> and their <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul/ghoul-ghast/" rel="nofollow">ghast</a> leader must appear in squares adjacent to you, but after that they follow your spoken commands unerringly.</p><p>If one of the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul">ghouls</a> is destroyed while the spell’s duration is still in effect, it bursts into a spray of rotten flesh and necromantic energy that deals 1d6 points of negative energy damage to all adjacent targets—this energy heals <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> targets as typical for negative energy damage. If the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul/ghoul-ghast/" rel="nofollow">ghast</a> is destroyed in this manner, it deals twice as much negative energy damage as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul">ghoul</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves the negative energy damage dealt. When this spell’s duration expires, any remaining <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> created by this spell crumble apart into dust and blow away without dealing any additional negative energy damage.</p>


name: Ghoul Hunger
level: antipaladin 2, cleric/oracle 2, sorcerer/wizard 2, witch 2
school: necromancy [evil, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 round/level; see text
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>You awaken an unnatural hunger in the target, compelling it to fall upon a nearby <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> creature and begin eating its flesh. The target defends itself normally but takes no other actions while eating. The target does not take extraordinary risks to satisfy this urge (it wouldn’t jump over a pit or swim through lava to reach a suitable victim). If the target can’t fulfill this urge on its next turn, the spell fails. Each round on its turn, the target can attempt a new saving throw to end the effect.</p>


name: Ghoul Touch
level: bloodrager 2, sorcerer/wizard 2
school: necromancy [poison (stench aspect only)]
casting_time: 1 standard action
components: V, S, M (cloth from a ghoul or earth from a ghoul’s lair)
range: touch
target: living humanoid touched
duration: 1d6+2 rounds
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>Imbuing you with negative energy, this spell allows you to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyze</a> a single living humanoid for the duration of the spell with a successful melee touch attack.</p><p>A <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> negates). A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/neutralize-poison">neutralize poison</a> spell removes the effect from a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> creature, and creatures immune to <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> are unaffected by the stench. This is a poison effect.</p>


name: Giant Form
level: alchemist 6, sorcerer/wizard 7
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 min./level (D)
description:
<p>When you cast this spell you can assume the form of any Large <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Giant">giant</a> subtype (those are: <i><a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-frost">frost giant</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-fire">fire giant</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/cyclops">cyclops</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/ettin">ettin</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-hill">hill giant</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/ogre">ogre</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-stone">stone giant</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/troll">troll</a></i>). Once you assume your new form, you gain the following abilities:</p><ul>
<li>+6 size bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a></li>
<li>-2 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a></li>
<li>+4 size bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a></li>
<li>+4 natural armor bonus</li>
<li><a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a></li>
</ul><p>If the form you assume has any of the following abilities, you gain the listed ability:</p><ul>
<li><a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet</li>
<li><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rend-Ex-">rend</a> (2d6 damage)</li>
<li><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a> 5</li>
<li><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rock-Catching-Ex-">rock catching</a></li>
<li><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rock-Throwing-Ex-">rock throwing</a> (range 60 feet, 2d6 damage)</li>
</ul><p>If the creature has <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Resistance-Ex-">resistance</a> to any elements, you gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Resistance-Ex-">resistance</a> 20 to those elements.</p><p>If the creature has <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilties-Ex-or-Su-">vulnerability</a> to an element, you gain that <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilties-Ex-or-Su-">vulnerability</a>.</p><div style="margin-left: 40px">


name: Giant Vermin
level: cleric/oracle 4, druid 4, shaman 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 min./level
saving_throw: none
spell_resistance: yes
description:
<p>You turn a number of normal-sized centipedes, scorpions, or spiders into their giant counterparts. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider). The number of vermin which can be affected by this spell depends on your caster level, as noted on the table below.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Caster Level</th>
<th class="text">Centipedes</th>
<th class="text">Scorpions</th>
<th class="text">Spiders</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">9th or lower</td>
<td class="number">3</td>
<td class="number">1</td>
<td class="number">2</td>
</tr>
<tr>
<td class="number">10th-13th</td>
<td class="number">4</td>
<td class="number">2</td>
<td class="number">3</td>
</tr>
<tr>
<td class="number">14th-17th</td>
<td class="number">6</td>
<td class="number">3</td>
<td class="number">4</td>
</tr>
<tr>
<td class="number">18th-19th</td>
<td class="number">8</td>
<td class="number">4</td>
<td class="number">5</td>
</tr>
<tr>
<td class="text">20th or higher</td>
<td class="number">12</td>
<td class="number">6</td>
<td class="number">8</td>
</tr>
</tbody>
</table><p>Giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whomever or whatever is near them.</p>


name: Gift of the Deep
level: cleric 4, sorcerer/ wizard 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one non-mutated sahuagin /level, no two of which can be more than 30 ft. apart
duration: 1 minute/level (D)
saving_throw: Fortitude negate (harmless)
spell_resistance: yes (harmless)
description:
<p>You give the targets the appearance and many of the abilities of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin</a> mutants, with effects as described below. Choose one benefit for all targets of this spell. This spell has no effect on <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin</a> that are already mutants or already under the effects of gift of the deep.</p><ul>
<li><b>Four-Armed</b>: The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin</a> sprouts an extra pair of arms—which can be used to make claw attacks (dealing 1d4 points of damage), or to wield weapons or hold items. It gains the benefits of the <a href="https://www.d20pfsrd.com/feats/monster-feats/multiattack-combat">Multiattack</a> and <a href="https://www.d20pfsrd.com/feats/combat-feats/multiweapon-fighting-combat">Multiweapon Fighting</a> feats.</li>
<li><b>Malenti</b>: The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin’s</a> features shift to resemble those of an aquatic <a href="https://www.d20pfsrd.com/races/core-races/elf">elf</a>. It loses its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Blindness-Ex-">light blindness</a> as well as its claw and bite attacks. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin</a> gains 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-Dexterity-Dex-">Dexterity</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, and 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/disguise">Disguise</a> checks to appear to be an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> <a href="https://www.d20pfsrd.com/races/core-races/elf">elf</a>.</li>
<li><b>Prehistoric</b>: The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin</a> grows in size, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/e/enlarge-person">enlarge person</a>. It also gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a>.</li>
<li><b>Shark-Blooded</b>: The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin’s</a> tail elongates and melds with its legs. Its mouth enlarges, increasing its bite damage by one size category (to 1d6 for a typical <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin</a>). Its swim speed increases by 20 feet, but its land speed is reduced to 5 feet. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin</a> can’t be <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">tripped</a>.</li>
<li><b>Sightless</b>: The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin</a> is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, but gains the benefits of the Blind Fight feat and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a> with a range of 90 feet.</li>
<li><b>Spined</b>: Spines grow on the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin’s</a> scales. Any creature that successfully grapples with it, is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> by it, or hits it with an <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapon</a> takes 1d4 points of piercing damage. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/sahuagin">sahuagin</a> also gains the benefits of the <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-grapple-combat">Improved Grapple</a> feat.</li>
</ul>


name: Gilded Whispers
level: cleric 4, sorcerer/wizard 3
school: divination
casting_time: 1 round
components: V, S, M (100 gp of powdered gemstones)
range: touch
target: a gold or platinum coin
duration: 1 day/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>Developed by priests to catch thieves and skimmers, gilded whispers later spread to other faiths and was adapted to the arcane arts. This spell is most commonly used to track bribes and illicit purchases back to their ultimate source.</p><p>Gilded whispers allows you to use a single coin as a conduit for an eavesdropping spell. When you use a <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> (<a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/s/scrying">scrying</a>) spell or item, such as clairvoyance/clairaudience, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/s/scrying">scrying</a>, or a crystal ball, you can choose to target a coin you have affected with gilded whispers instead of a creature or location (even if you would not otherwise be able to target an object), though any range limits on the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/s/scrying">scrying</a> effect still apply. If the coin is held or carried by a creature, its owner receives any applicable saving throw against the effect. The caster of gilded whispers treats the coin as a familiar subject. The residual psychic impressions left upon the coin by other handlers help mask this dweomer from detection, protecting gilded whispers against location by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/a/arcane-sight">arcane sight</a>, and similar effects unless the latter spell’s caster succeeds on a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (1d20 + <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) against a DC of 11 + the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the spellcaster who cast gilded whispers. The scrying sensor created by using a <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> (<a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/s/scrying">scrying</a>) spell to observe or listen to the coin’s surroundings can be detected as normal.</p>


name: Gird Ally
level: cleric 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one summoned creature you control/level, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> at 18th level). A <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> can target his <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a> with this spell.</p>


name: Glibness
level: bard 3
school: transmutation
casting_time: 1 standard action
components: S
range: personal
target: you
duration: 10 min./level (D)
description:
<p>Your speech becomes fluent and more believable, causing those who hear you to believe every word you say. You gain a +20 bonus on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks made to convince another of the truth of your words. This bonus doesn’t apply to other uses of the <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.</p><p>If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.</p>


name: Glide
level: druid 2, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a leaf )
range: personal
duration: until landing or 1 minute/level (D)
description:
<p>You take no damage from falls (as if from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/feather-fall/"><i>feather fall</i></a>). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.</p>


name: Glimpse The Hidden
level: alchemist 3, inquisitor 3, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, M (a pinch of magnesium and platinum)
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/s/see-invisibility" style="font-style: italic">see invisibility</a>, except as noted here. This spell cannot be made permanent.</p>


name: Glimpse of The Akashic
level: psychic 8
school: divination
casting_time: 1 full-round action
components: V, S
range: personal
target: you
duration: 1 day or until discharged (see text)
description:
<p>You expand your consciousness in an attempt to tap into the perfect knowledge contained within the Akashic Record.</p><p>Such a connection is incredibly difficult to create and maintain, and it can be almost impossible to know at the time of the casting what knowledge will be gained. The information contained within the Akashic Record can be overwhelming when accessed in this fashion, so your mind partitions it away until needed. For the next day, you can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> the knowledge gained from the Akashic Record as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>; when you do so, you gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> on all skill checks, ability checks, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, damage rolls, saving throws, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks for 1 minute. At the end of this time, the overwhelming nature of the Akashic Record assaults your psyche, causing you to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 2 rounds and then <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 minute.</p>


name: Glimpse of Truth
school: divination
casting_time: 1 standard action
components: V, S, M (a tourmaline costing 50 gp)
range: personal
target: you
duration: 1 round
level:
alchemist 5, cleric 4, druid 5, inquisitor 4, magus 5, medium 3, occultist 4, psychic 4, shaman 4, sorcerer/wizard 5, spiritualist 5, witch 5

description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/t/true-seeing">true seeing</a>, except as noted above.</p>


name: Glitterdust
level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (ground mica)
range: medium (100 ft. + 10 ft./level)
area: creatures and objects within 10-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates (blinding only)
spell_resistance: no
description:
<p>A cloud of golden particles covers everyone and everything in the area, causing creatures to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.</p><p>Any creature covered by the dust takes a -40 penalty on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks.</p>


name: Globe of Invulnerability
level: sorcerer/wizard 6
school: abjuration
casting_time: 1 standard action
components: V, S, M (a glass or crystal bead)
range: 10 ft.
area: 10-ft.-radius spherical emanation, centered on you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <i>lesser globe of invulnerability</i>, except that it also excludes 4th-level spells and spell-like effects.</p><div style="margin-left: 40px"><a name="lesser"></a>


name: Globe of Tranquil Water
level: cleric 4, druid 4, shaman 4, sorcerer/wizard 5, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a glass globe)
range: 20 ft.
area: 20-ft.-radius emanation, centered on you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move. The bubble blocks all natural and magical precipitation such as rain, snow, and hail (including spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/i/ice-storm">ice storm</a>). This bubble also pushes out any fog or mist within the area, though it does not affect temperature and can’t block natural or magical lightning.</p><p>All water in this radius counts as calm water for the purposes of <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> checks, and the bubble prevents sprays and blasts of mundane and magic water from striking with enough force to deal damage, move creatures or halt their movement, or perform any action that requires an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check.</p><p>Water <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elementals</a> are affected by a globe of tranquil water the same way creatures of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> type are affected by an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/a/antiplant-shell">antiplant shell</a>.</p>


name: Gloomblind Bolts
level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
school: conjuration (creation) [shadow]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one or more bolts of energy
duration: instantaneous
saving_throw: Reflex negates; see text
spell_resistance: yes
description:
<p>You create one or more bolts of negative energy infused with shadow pulled from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>. You can fire one bolt, plus one for every four levels beyond 5th (to a maximum of three bolts at 13th level) at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and require a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit. Each bolt deals 4d6 points of damage to a living creature or heals 4d6 points of damage to an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature. Furthermore, the bolt’s energy spreads over the skin of creature, possibly blinding it for a short time. Any creature struck by a bolt 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-Blinded">blinded</a> for 1 round.</p>


name: Glue Seal
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one object or one 5-ft. square
duration: 1 minute/level (D)
saving_throw: see text
spell_resistance: no
description:
<p>You cover a solid surface with a layer of sticky glue. Anyone in the area when the spell is cast must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. Those who fail become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>, but can break free by succeeding at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check or an <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> against the DC of this spell. The area of the spell is considered difficult terrain. A creature moving through the glue must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check or an <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check as part of its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> (DC = the spell’s DC). Creatures that fail lose their movement and become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> in the first square they enter.</p><p>The spell can also be used to create a sticky coating on an item. A creature holding a targeted item can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw against the spell’s DC. If the initial saving throw succeeds, the item is unaffected. If it fails, the item is stuck in place. If an affected item is connected to another item (such as a sword in a sheath or a cork in a <a href="https://www.d20pfsrd.com/magic-items/potions" style="font-style: italic">potion</a> <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Bottle">bottle</a>), it cannot be separated from the other item unless the creature succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check or a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to free it (DC = the spell’s DC). A creature must succeed at saving throw each time it attempts to use the sticky item; otherwise, the item becomes stuck to the creature. Sticky armor or clothing imposes a –10 circumstance penalty on <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> checks and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks to escape a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> attempted by the wearer, as well as to the wearer’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> to avoid being <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a>.</p>


name: Glyph of Warding
level: cleric/oracle 3, inquisitor 3, witch 3
school: abjuration
casting_time: 10 minutes
components: V, S, M (powdered diamond worth 200 gp)
range: touch
duration: permanent until discharged (D)
saving_throw: see text
spell_resistance: no (object) and yes; see text
description:
<p>This powerful inscription harms those who enter, pass, or open the warded area or object. A <i>glyph of warding</i> can guard a bridge or passage, ward a portal, trap a chest or box, and so on.</p><p>You set all of the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, HD, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three different drawers, each can be separately warded.</p><p>When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.</p><p>Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/m/mislead"><i>Mislead</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/p/polymorph"><i>polymorph</i></a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/nondetection">nondetection</a> (and similar magical effects) can fool a glyph, though non-magical disguises and the like can’t. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/read-magic">Read magic</a> allows you to identify a <i>glyph of warding</i> with a DC 13 <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (arcana) check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).</p><p>Depending on the version selected, a glyph either blasts the intruder or activates a spell.</p><ul>
<li><a name="blast-glyph"></a><i>Blast Glyph</i>: A <i>blast glyph</i> deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to take half damage. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">Spell resistance</a> applies against this effect.</li>
<li><i>Spell Glyph</i>: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect, the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.</li>
</ul><div style="margin-left: 40px"><a name="greater"></a> <a name="TOC-Glyph-of-Warding-Greater"></a>


name: Golden Guise
level: bard 2, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (10 gold pieces)
range: close (25 ft. + 5 ft./2 levels)
target: one object weighing no more than 5 lbs./level
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>You cause an object to briefly transform into gold. Affected items gain the properties of gold until the spell expires. Weapons reduce their <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> by half and gain the fragile quality, while piercing and slashing weapons take a –2 penalty on damage rolls (minimum 1 damage). This spell increases the affected item’s armor check penalty by 2 and decreases its armor or <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> by 2. Gold armor has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 5.</p>


name: Good Hope
level: bard 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.</p><p><i>Good hope</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/crushing-despair">crushing despair</a>.</p>


name: Goodberry
level: druid 1, shaman 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 day/level
saving_throw: none
spell_resistance: yes
description:
<p>Casting <i>goodberry</i> makes 2d4 freshly picked berries magical. You (as well as any other <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a> of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.</p>


name: Grace
level: cleric/oracle 2, paladin 1
school: abjuration
casting_time: 1 swift action
components: V
range: personal
duration: see text
description:
<p>Until the end of your turn, your movement does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. </p>


name: Grand Destiny
level: alchemist 5, bard 4, medium 4, mesmerist 5, sorcerer/wizard 5, summoner 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one willing creature
duration: 10 minutes/level or until discharged
saving_throw: none (harmless)
spell_resistance: yes (harmless)
description:
<p>You inspire the target with the power to seize a grand destiny. The target gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> that it can choose to apply before rolling any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check, saving throw, or skill check. The spell ends once the bonus has been applied to two rolls. At 12th level and 15th level, the bonus can be applied an additional time before the spell is discharged. A subject can be under the effect of only one grand destiny spell at a time.</p>


name: Grappling Scarf
level: bard 1, inquisitor 1, occultist 1, skald 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, F ( scarf )
range: personal
target: you
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>A <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Scarf">scarf</a> you are wearing frays at the end into hook-like shapes and can extend to incredible lengths. Although your scarf retains its weight, its frayed ends function as a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Hook-Grappling">grappling hook</a> that can be thrown with a range increment of 20 feet. Your scarf elongates to 100 feet the first time it is thrown during the spell duration.</p><p>Regardless of its apparent material, the scarf is as strong and easy to climb as a knotted silk <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Rope">rope</a>. At the end of the duration, the scarf detaches and returns to its former shape, fluttering down from its position if you haven’t already retrieved it.</p>


name: Grasp
school: divination
casting_time: 1 immediate action
components: V
range: personal
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
level:
arcanist 0, bard 0, cleric/oracle 0, druid 0, hunter 0, magus 0, psychic 0, skald 0, sorcerer/wizard 0, warpriest 0, witch 0

description:
<p>You can cast this spell as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> when you fail a <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> check and would fall. You can immediately attempt another <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> at a –2 penalty. Each successive use of this spell in a particular situation increases the penalty by 2. If successful, you don’t fall, but you don’t progress at climbing.</p>


name: Grasping Corpse
level: antipaladin 1, cleric 1, occultist 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M (pinch of powdered onyx worth 1 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one corpse
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You can cause one nearby corpse to animate for a brief moment.</p><p>Choose a creature within 30 feet of the corpse (even if the creature is outside the spell’s range). The corpse shambles toward the creature and then attempts to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> it (your choice).</p><p>The corpse does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>.</p><p>Attempt a special <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check against the chosen creature. Your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> for this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> plus your <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>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier, whichever is highest. If you chose to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> the creature, it falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> if you equal or exceed its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>. If you chose to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, the creature gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition until it breaks free from the corpse. Treat your save DC for a spell of this level as the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> of the grasping corpse. Alternatively, destroying the corpse with damage ends the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>. The corpse has 12 <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-Damage-Reduction-Ex-or-Su-">DR</a> 5/slashing.</p>


name: Grasping Depths
level: cleric 5, inquisitor 6, shaman 6, spiritualist 5, witch 6
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a vial of sea water)
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
<p>You call upon the restless souls of those who died at sea. This spell can be cast only on an area of deep water. When a creature enters the area, the haunt manifests, automatically grabbing the creature and dragging it under the water on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> count 10. Each round, the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> deals 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> as it drags its victim down 10 feet; a successful DC 15 <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> check reduces the descent to 5 feet and negates the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>.</p><p>Each round in the haunt’s clutches reduces the duration the victim can hold her breath by 2 rounds. A victim can make a single move or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> each round while in the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt’s</a> grasp if she succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save; on a failed save, she can only struggle helplessly against the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>.</p><p>A victim cannot use her actions to swim toward the surface while the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> is active. If the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> reaches the bottom of its body of water, it pounds its victim against the bottom, dealing 2d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> per round to the victim and reducing the duration the victim can hold her breath by an additional round.</p><p>This continues until either the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> is neutralized (in which case the victim must still swim to the surface) or the victim drowns.</p><p>The haunt can grab and attempt to drown multiple creatures in its area on its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> count. The magic holding the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> together is unstable and deteriorates while the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> is active.</p><p>Each round at the end of its turn, the haunt automatically loses 1d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per creature it is currently affecting. Furthermore, the spell’s <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>-like manifestation is active throughout the spell’s duration, rendering it vulnerable to effects that damage haunts. When the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> reaches 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, the spell ends.</p><p class="divider">HAUNT STATISTICS</p><p><b>Notice</b> <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC 30 (to detect the smell of brine); <b>hp</b> 5 hp/level; <b>Trigger</b> proximity; <b>Reset</b> none</p>


name: Grasping Hand
level: sorcerer/wizard 7
school: evocation [force]
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/i/interposing-hand"><i>interposing hand</i></a>, except that it can also <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> one opponent you select. The <i>grasping hand</i> gets one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> attack per round. This attack does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>. Its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> checks use your caster level in place of its base attack bonus, with a +10 bonus for its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> (31) score and a +1 bonus for being Large (its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> is 10, granting no bonus on the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">Combat Maneuver Defense</a>). The hand holds but does not harm creatures that it <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapples</a>. Directing the spell to a new target is a move action. The <i>grasping hand</i> can instead be directed to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> a target, using the same bonuses outlined above, or it can be directed to interpose itself, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/i/interposing-hand"><i>interposing hand</i></a> does.</p>


name: Grasping Tentacles
level: bloodrager 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (creation)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/b/black-tentacles">black tentacles</a>, except the tentacles blindly grasp at the targets’ eyes and ears, and tug at their hair, clothes, and equipment. Instead of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> attempts, the tentacles attempt <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick">dirty trick</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> = your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + 4 [the tentacles’ <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> bonus] + 1 [the tentacles’ <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a>]). Roll on the following table to determine the effect of a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick">dirty trick</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Condition</th>
<th class="text">Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">1–20</td>
<td class="text">Blinded</td>
<td class="text">The tentacles suction over the victim’s eyes.</td>
</tr>
<tr>
<td class="text">21–40</td>
<td class="text">Deafened</td>
<td class="text">The tentacles clap themselves around the victim’s ears.</td>
</tr>
<tr>
<td class="text">41–60</td>
<td class="text">Entangled</td>
<td class="text">The tentacles weave around the victim’s limbs.</td>
</tr>
<tr>
<td class="text">61–80</td>
<td class="text">Shaken</td>
<td class="text">The tentacles menace the victim from all sides. This is a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect.</td>
</tr>
<tr>
<td class="text">81–100</td>
<td class="text">Sickened</td>
<td class="text">The tentacles give off sickening vapors.</td>
</tr>
</tbody>
</table><p>This is a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effect.</p>


name: Grasping Vine
level: alchemist 2, druid 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>You cause a long, thin vine to sprout from your body—typically from the center of your chest or from the palm of an outstretched hand. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can direct the end of the vine to move to any square within 20 feet of you and perform one of the following tasks: deliver a touch spell that you cast after the vine has grown, pick up an unattended object weighing 20 pounds or less, give a held object to another creature, attempt to disable a <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a> or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Lock">lock</a> using your <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> modifier with a –2 penalty, or perform any other task that the GM deems reasonable. the vine does not threaten squares and cannot make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, nor can it wield weapons.</p>


name: Grave Words
level: medium 0, occultist 0, psychic 0, spiritualist 0
school: necromancy [language-dependent]
casting_time: 1 minute
components: S
range: touch
target: one dead creature
duration: 1 round
description:
<p>With this spell and a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a>, you can force a corpse talk to you, but you can’t ask it specific questions or communicate with it at all. The corpse will start babbling for 1 round, spitting out random sentences. There is a 10% chance this information is of some use to the caster, but it is difficult to distinguish whether the information is useful (the GM makes the percentile roll in secret).</p><p>Useful information may include warnings about dangers deeper in a dungeon, the command word to a magic item, or even vague and spectral warnings of your or your companions’ future. The GM decides what information, useful or not, the corpse spews out in its babbling.</p><p>Once a corpse has been subject to grave words by any caster, any new attempt to cast grave words on that corpse fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the head of the corpse must have a mouth in order to speak at all. This spell doesn’t affect a corpse that has been turned into an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature.</p>


name: Gravel Vortex
level: arcanist 4, druid 4, hunter 4, sorcerer/wizard 4
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (handful of pebbles)
range: long (400 ft. + 40 ft./level)
area: cylinder (20-ft. radius, 40 ft. high)
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You create a hail of tiny pieces of rock and dust that batter and scrape against all things in the area, dealing 5d6 points of bludgeoning damage. This damage is dealt only once, on the round the spell is cast. For the remaining duration of the spell, fine dust rains down in the area. Creatures other than <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-stone">stone giants</a> inside this area take a –4 penalty on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill checks, and the entire area is treated as difficult terrain. At the end of the spell’s duration, the gravel and dust disappear, leaving no trace of their presence.</p>


name: Gravity Bow
level: ranger 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 minute/level (D)
description:
<p><i>Gravity bow</i> significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a <i>gravity bow</i> (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.</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: Gravity Sphere
level: druid 6, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (a marble)
range: medium (100 ft. + 10 ft./level)
effect: 30-ft.-radius sphere of altered gravity
duration: 1 round/level (D)
saving_throw: none (see text)
spell_resistance: no
description:
<p>You affect the local gravity field in a 30-foot-radius sphere around the spell’s designated point of origin. Creatures in the affected area can be weighed down by high gravity, lightened by low gravity, or left to float in an area with no gravity, depending on the effect you choose for your gravity sphere.</p><p>Creatures that fall within the area of a gravity sphere spell take more damage from the fall if the gravity within is higher and less damage if the gravity within is lower. However, if the creature falls through a gravity sphere and continues to fall in a non-affected area, the rest of the fall damage is calculated normally. For instance, if a creature falls through 20 feet of a low-gravity sphere and an additional 30 feet outside the sphere, it would take 1d6 points of damage for the 20 feet of low gravity plus 3d6 points of damage as normal for the 30 feet outside the sphere (for a total of 4d6 points of damage).</p><p>This spell doesn’t counteract or negate the effects of other spells that affect gravity; both effects occur simultaneously. For instance, a no-gravity gravity sphere spell cast within the area of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/r/reverse-gravity">reverse gravity</a> spell would simply mean that creatures float about until the gravity sphere’s duration expires or they exit the gravity sphere, at which point they return to the top of the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/r/reverse-gravity">reverse gravity</a> effect’s area. If both gravity-altering magical effects could not feasibly take place simultaneously (at the GM’s discretion), the gravity sphere spell supersedes the previous effect (if it’s higher-level than the previous effect) or simply fails (if it’s lower-level).</p>


name: Gravity Well
level: druid 6, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (a small lead weight)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Fort negates
spell_resistance: no
description:
<p>You bring into being a localized region of increased gravity that crushes a creature to the ground.</p><p>Affected targets weigh twice as much as normal, can move only at half speed, jump only half as far as normal, and can lift and carry only half as much as normal. Any flying target has its maneuverability worsened by two steps (from good to poor, for example; minimum clumsy) and plummets to the ground unless it succeeds at a DC 25 <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> check to remain in the air.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/f/freedom-of-movement">Freedom of movement</a> negates the effects of this spell. A creature targeted by gravity well behaves normally in the area of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/r/reverse-gravity">reverse gravity</a> spell.</p>


name: Grease
level: bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (butter)
range: close (25 ft. + 5 ft./2 levels)
target: one object or 10-ft. square
duration: 1 min./level (D)
saving_throw: see text
spell_resistance: no
description:
<p>A <i>grease</i> spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful <a href="https://www.d20pfsrd.com/magic/gamemastering/combat.html#TOC-Reflex">Reflex</a> save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 <a href="https://www.d20pfsrd.com/magic/skills/acrobatics.html">Acrobatics</a> check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> skill for details). Creatures that do not move on their turn do not need to make this check and are not considered <a href="https://www.d20pfsrd.com/magic/gamemastering/conditions.html#TOC-Flat-Footed">flat-footed</a>.</p><p>The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a <a href="https://www.d20pfsrd.com/magic/gamemastering/combat.html#TOC-Reflex">Reflex</a> saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the <i>greased</i> item. A creature wearing <i>greased</i> armor or clothing gains a +10 circumstance bonus on <a href="https://www.d20pfsrd.com/magic/skills/escape-artist.html">Escape Artist</a> checks and <a href="https://www.d20pfsrd.com/magic/gamemastering/combat.html#TOC-Combat-Maneuvers">combat maneuver</a> checks made to escape a <a href="https://www.d20pfsrd.com/magic/gamemastering/combat.html#TOC-Grapple">grapple</a>, and to their <a href="https://www.d20pfsrd.com/magic/gamemastering/combat.html#TOC-Combat-Maneuver-Defense">CMD</a> to avoid being <a href="https://www.d20pfsrd.com/magic/gamemastering/conditions.html#TOC-Grappled">grappled</a>.</p><div style="margin-left: 20px">


name: Green Caress
level: druid 6, ranger 4, shaman 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (pinch of moss or a kudzu leaf)
range: touch
target: one living creature
duration: 7 days (see text)
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>You cause the target to transform into a plant over time. You must succeed at a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to infect the target. If the target succeeds at its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw, it takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> to each physical ability score (<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 the spell ends. If the target fails its saving throw, it takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> to each physical ability score immediately and continues to take 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> to each of its physical ability scores every day, until the spell expires.</p><p>It can’t recover this <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> as long as the spell lasts, even with magic. While the spell continues, the target takes on physical plant characteristics as appropriate to the environment. It begins to diminish in height and its skin turns plantlike. For example, the target’s skin might turn green and its hair is slowly replaced with grass or leaves or the target’s skin might become smooth, pale, and flabby as the creature transforms into a large mushroom in an underground environment.</p><p>If the damage to any single ability score equals or exceeds that score, the target fully transforms into a normal small tree or shrub.</p><p>This final transformation is instantaneous, ending <i>green caress</i>.</p><p>The target remains alive but is considered the same as a regular tree, shrub, or other vegetation. Any <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> from other sources, like <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, also applies toward transforming the creature. If the target retains at least 1 point in all of its physical ability scores at the end of 7 days, the final transformation doesn’t occur and the spell ends. Any changes in appearance gradually reverse themselves as the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> heals.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/b/break-enchantment">Break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/r/remove-curse">remove curse</a> can end the spell before the duration expires, but the spell is contagious.</p><p>If a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check attempt to remove green caress fails by 5 or more, the creature who attempted to remove the effect must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw as if it had just been targeted with the spell. If the spell’s target attempts to remove the effect from itself and fails, it causes the spell to behave as if affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/p/plant-growth">plant growth</a> (as described below).</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/p/polymorph-any-object">Polymorph any object</a> ends the spell and totally restores the target without any risk to the caster, even after the target has been finally transformed, as do <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/m/miracle">miracle</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/w/wish">wish</a> (treat <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/p/polymorph-any-object">polymorph any object</a> as if it had an instantaneous duration if it is used in this way). If the target is in the area of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/p/plant-growth">plant growth</a> spell as it is cast, it must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save at green caress’s DC or immediately take another 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> to each physical ability score; this stacks with multiple castings of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/p/plant-growth">plant growth</a>. If the target is in the area of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/diminish-plants">diminish plants</a> as it is cast, it ignores the next <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> from green caress to one of its three physical ability scores (chosen randomly); this doesn’t stack with multiple castings of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/diminish-plants">diminish plants</a>.</p>


name: Greensight
level: druid 2, ranger 2, shaman 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a leaf)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>The target of this spell gains the ability to see up to 60 feet through thick plant matter as though it were transparent. Greenery, leaves, and vines—even lichen, moss, and slime—offer no <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> to the recipient’s sight, though her vision still can be blocked by solid wood, such as trees or wooden structures. Undergrowth does not grant <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> to a creature against a target of the effects of <em>greensight</em>.</p>


name: Grim Stalker
level: cleric 7, magus 6, shaman 7, sorcerer/ wizard 7, summoner 6, witch 7
school: necromancy (haunted) [death, emotion, fear, mind-affecting]
casting_time: 1 minute
components: V, S, DF/M (a hound’s fang)
range: touch
target: one object touched
duration: 1 day/level (D)
saving_throw: Will negates (object); see text
spell_resistance: yes (object)
description:
<p>You bind spirits of ill fate to an object, focusing their wrath onto the next creature that touches the object. When a creature touches the target object, it can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to negate the spell’s effect. Although a successful save prevents the creature from becoming haunted, the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> still resides within the object, and targets either the next creature to touch the object or the same creature again if it still holds the object after 24 hours. The <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> remains within the object until a creature fails its save or the spell’s duration ends.</p><p>Once a creature is affected by the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>, it begins noticing a large, black mastiff with ominous green eyes watching and following it from a distance, always just beyond the range of focus or interaction. The grim stalker terrorizes the creature’s sleep, affecting it as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/n/nightmare">nightmare</a> every night during the spell’s duration (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates for one night). Each time the creature takes hit point damage, the grim stalker lunges closer, causing the creature to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1 round (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates).</p><p>Each time the creature is reduced to less than one-tenth of its maximum <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, the grim stalker lunges at the creature as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, affecting it as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/p/phantasmal-killer">phantasmal killer</a>.</p><p>Each time the grim stalker lunges at the affected creature, the spell’s <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>-like manifestation occurs during that round.</p><p>Alternatively, a haunted creature can attempt to force the grim stalker to manifest using a simple ritual that requires a successful <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (arcana), <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (religion), or <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check; occult reagents costing 450 gp (which are consumed as part of the ritual); and a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>. The DC for this check equals the spell’s save DC. Successfully performing the ritual causes the grim stalker to manifest as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/hell-hound/nessian-hell-hound">Nessian warhound</a> in an available square 20 feet away from the victim, save that its only subtype is <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Extraplanar">extraplanar</a>, its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> is neutral, its bite and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a> deal negative energy damage instead of fire damage, and it has <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Negative-Energy-Affinity-Ex-">negative energy affinity</a> instead of fire <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to cold.</p><p>The grim stalker immediately attacks the affected creature, persisting until either it or the creature is slain, at which point the spell effect (and the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/hell-hound/nessian-hell-hound">warhound</a>) disappears.</p><p class="divider">HAUNT STATISTICS</p><p><b>Notice</b> <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC 30 (to see a black dog darting toward the target out of the corner of the eye); <b>hp</b> 4 hp/level; <b>Trigger</b> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> (object); <b>Reset</b> none</p>


name: Groundswell
level: cleric 2, druid 2, magus 2, ranger 2
school: transmutation [earth]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell allows the target to cause the ground to rise up beneath him. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, the target can cause the ground to rise 5 feet, while all adjacent squares are treated as steep slopes. The groundswell precludes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> from creatures standing at lower elevations than the target. If the target moves after creating a groundswell, the ground returns to its normal elevation at the end of his turn; otherwise, it remains in place until the target moves or uses a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to return the ground to normal. A groundswell cannot increase elevation of the ground beyond 5 feet.</p>


name: Grove of Respite
level: druid 4, ranger 4, shaman 5
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M/DF (a leaf or blade of grass and a drop of water)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-radius grove
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You conjure a sheltered grove of trees surrounding a shallow spring. The grove appears from nowhere even in the most barren, rocky soil regardless of season, but the spell must be cast outside on open ground.</p><p>The area within the grove is temperate and comfortable, like that of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/t/tiny-hut"><i>tiny hut</i></a>, although the grove provides no illumination and provides no protection from the elements. The water in the grove’s spring is clean and drinkable. Additionally, the trees provide a variety of ripe fruit, regardless of season, which acts as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/goodberry"><i>goodberry</i></a> spell for up to eight people. The grove is warded with an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/a/alarm"><i>alarm</i></a> spell that alerts you whenever any creature enters the area. Once the spell expires, the grove vanishes, including all fruit, water, and other materials from it, although any nourishment or healing gained from its effects remains.</p>


name: Guardian Armor
school: conjuration (teleportation)
casting_time: 1 immediate action
components: V, S, F (armor worn)
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature; see below
duration: instantaneous
saving_throw: none
spell_resistance: yes
level:
antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist 1, paladin 1, sorcerer/wizard 1

description:
<p>This spell teleports the suit of armor you are wearing off of your body and onto an ally within range; the target must be the same size and general shape as you. This armor appears on the target’s body fully formed and properly donned, granting the creature the immediate benefit of its protection. If the target of guardian armor was already wearing armor, the armor wearing it is removed from the target’s body and falls undamaged into an adjacent square.</p>


name: Guardian Monument, Lesser
school: abjuration
casting_time: 1 full round
components: V, S, F (an unattended, non-magical object)
range: touch
area: 40-ft. radius from touched object or 60-ft. radius from touched object; see text
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes
level:
bard 3, inquisitor 3, magus 3, occultist 3, paladin 3, psychic 3, shaman 4, sorcerer/wizard 3, witch 3

description:
<p>You touch an unattended, non-magical object to create a touchstone for <a href="https://www.d20pfsrd.com/races/core-races/human">humans</a> defending the area. Such human defenders are protected by a shimmering aura as long as they are in the area.</p><p>The spell grants each subject <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 2/magic. Humans who leave the area and reenter regain the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p><p>The spell is suppressed if the object is moved from its place, but resumes if the object is put back. Its duration continues to elapse while it is suppressed this way.</p><p>Normally, the area of effect is 40 feet from the touched object.</p><p>If the touched object is a monument to human achievement, the area increases to a 60-foot radius.</p><div style="margin-left:20px">


name: Guardian Wasps
level: druid 3, psychic 3, ranger 3, sorcerer/wizard 3
school: conjuration (summoning)
casting_time: 10 minutes; see text
components: V, S, M (a glob of spiced honey)
range: close (25 ft. + 5 ft./2 levels)
effect: swarm of wasps that builds a nest; see text
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
<p>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/monster-listings/vermin/bees-and-wasps/wasp/wasp-swarm">wasp swarm</a> that builds a 10-foot-by-10-foot nest in the place you designate—typically under the eaves of a house, amid the rafters of a tavern, or in another obscured place. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/bees-and-wasps/wasp/wasp-swarm">wasp swarm</a> takes the spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> to build its nest; if the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> is disrupted in any way (such as by being attacked) before you finish casting this spell, the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/bees-and-wasps/wasp">wasps</a> disappear and the spell fizzles.</p><p>Once the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/bees-and-wasps/wasp/wasp-swarm">wasp swarm</a> has built its nest, this spell also wards the area. As per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alarm">alarm</a>, when intruders that do not speak the password pass within 20 feet, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> is alerted and immediately leaves its nest and attacks the nearest intruder. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> pursues that intruder as best it can. Once the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> attacks an intruder, you have no control over its target or direction of travel. When the spell ends, if the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/bees-and-wasps/wasp">wasps</a> have not left their nest, they and their nest disappear.</p>


name: Guardian of Faith
level: cleric 4, paladin 4
school: abjuration [see text]
casting_time: 1 standard action
components: V, S, M ( parchment with a holy text written on it)
range: close (25 ft. + 5 ft./2 levels)
target: one ally
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>The target gains the benefit of <a href="https://www.d20pfsrd.com/magic/all-spells/s/shield-of-faith/" style="font-style: italic">shield of faith</a> and your choice of <a href="https://www.d20pfsrd.com/magic/all-spells/g/p/protection-from-chaos" style="font-style: italic">protection from chaos</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil" style="font-style: italic">evil</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/g/p/protection-from-good" style="font-style: italic">good</a>, or <a href="https://www.d20pfsrd.com/magic/all-spells/g/p/protection-from-law" style="font-style: italic">law</a>. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, the target can transfer this spell to a touched ally, who becomes the new target of the spell.</p><p>The <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> descriptor of this spell matches the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> descriptor of the protection spell you chose when casting it. For example, granting the target <a href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil" style="font-style: italic">protection from evil</a> gives this spell the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Good">good descriptor</a>.</p>


name: Guarding Knowledge
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (see text)
range: personal
target: you
duration: 1 minute/level (D)
level:
alchemist 3, arcanist 3, bard 3, cleric/oracle 3, inquisitor 2, investigator 3, occultist 3, psychic 3, skald 3, sorcerer/wizard 3, warpriest 3

description:
<p>Upon casting this spell, choose a specific variety of monster (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-red">red dragon</a> rather than <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a>) and one of its special attacks that you have successfully identified with a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check or otherwise researched, such as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/cockatrice">cockatrice’s</a> petrification ability or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/spider-swarm">spider swarm’s</a> <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>.</p><p>You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on saving throws against the selected special attack. The bonus does not apply to saves against other monsters’ abilities of the same name, <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, or special attacks derived from class levels or equipment. If you use a trophy from a monster of the exact same variety as an optional material component, the bonus increases to +6.</p>


name: Guards and Wards
level: sorcerer/wizard 6, witch 6
school: abjuration
casting_time: 30 minutes
range: anywhere within the area to be warded
area: up to 200 sq. ft./level (S)
duration: 2 hours/level (D)
saving_throw: see text
spell_resistance: see text
components:
V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood), F (a small silver rod)

description:
<p>This powerful spell is primarily used to defend a stronghold or fortress by creating a number of magical wards and effects. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.</p><div style="margin-left:40px">
<p><i>Fog</i>: Fog fills all corridors, obscuring all sight, including <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, beyond 5 feet. A creature within 5 feet has <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (attacks have a 20% miss chance). Creatures farther away have total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (50% miss chance, and the attacker cannot use sight to locate the target). <b>Saving Throw</b>: none. <b>Spell Resistance</b>: no.</p>
<p><i>Arcane Locks</i>: All doors in the warded area are <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-lock">arcane locked</a>. <b>Saving Throw</b>: none. <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Resistance"></a><b>Spell Resistance</b>: no.</p>
<p><i>Webs</i>: Webs fill all stairs from top to bottom. These strands are identical with those created by the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/web">web</a> spell, except that they regrow in 10 minutes if they are burned or torn away while the <i>guards and wards</i> spell lasts. <b>Saving Throw</b>: <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> negates; see text for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/web">web</a>. <b>Spell Resistance</b>: no.</p>
<p><i>Confusion</i>: Where there are choices in direction- such as a corridor intersection or side passage- a minor <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/confusion">confusion</a>-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is a mind-affecting effect. <b>Saving Throw</b>: none. <b>Spell Resistance</b>: yes.</p>
<p><i>Lost Doors</i>: One door per caster level is covered by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silent-image">silent image</a> to appear as if it were a plain wall. <b>Saving Throw</b>: <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> disbelief (if interacted with). <b>Spell Resistance</b>: no.</p>
</div><p>In addition, you can place your choice of one of the following five magical effects.</p><div style="margin-left:40px">
<p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dancing-lights">Dancing lights</a> in four corridors. You can designate a simple program that causes the lights to repeat as long as the <i>guards and wards</i> spell lasts. <b>Saving Throw</b>: none. <b>Spell Resistance</b>: no.</p>
<p>A <i><a href="https://www.d20pfsrd.com/magic-mouth">magic mouth</a></i> in two places. <b>Saving Throw</b>: none. <b>Spell Resistance</b>: no.</p>
<p>A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud">stinking cloud</a> in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the <i>guards and wards</i> spell lasts. <b>Saving Throw</b>: <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> negates; see text for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud">stinking cloud</a>. <b>Spell Resistance</b>: no.</p>
<p>A <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gust-of-wind">gust of wind</a></i> in one corridor or room. <b>Saving Throw</b>: <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> negates. <b>Spell Resistance</b>: yes.</p>
<p>A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a> in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a> mentally. <b>Saving Throw</b>: <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates. <b>Spell Resistance</b>: yes.</p>
</div><p>The whole warded area radiates strong magic of the <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a> school. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> cast on a specific effect, if successful, removes only that effect. A successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mage-s-disjunction">mage’s disjunction</a> destroys the entire <i>guards and wards</i> effect.</p>


name: Guidance
level: cleric/oracle 0, druid 0, inquisitor 0, summoner/unchained summoner 0, witch 0
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p> This spell imbues the subject with a touch of divine guidance.</p><p>The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. </p>


name: Guiding Star
level: cleric/oracle 3, psychic 3, ranger 2, shaman 2, witch 3
school: divination
casting_time: 1 minute
components: V, S, M (a spool of thread or string)
range: personal
duration: 1 day/level (D)
description:
<p>You form a bond with your surroundings when you cast this spell. For the remaining duration of the spell you can always, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, determine your approximate distance from that area as well as the direction you must travel in order to reach it. You cannot determine the location of the area if you are on a different plane. The area counts as “very familiar” for the purposes of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport/"><i>teleport</i></a> or similar spells. You can only attune yourself to one location at a time. If you cast the spell at another spot you lose the ability to locate your original area.</p>


name: Gullibility
level: antipaladin 3, bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one creature
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You befuddle the target’s mind, making it more willing to believe even the most outlandish tales. The target takes a –10 penalty on <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks for the spell’s duration. In addition, creatures that attempt to lie to or deceive the target gain a +10 bonus on their <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks, as if the target wanted to believe them and was drunk or impaired simultaneously.</p><p>Furthermore, the believability of any lie told to a creature under the effects of gullibility increases by one step; an impossible lie seems far-fetched, a far-fetched lie seems unlikely, and an unlikely lie seems believable.</p><p>A creature gains no benefits from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/glibness">glibness</a> on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks to lie to or deceive a creature that is under the effects of <i>gullibility</i>; in effect, <i>gullibility</i> renders a target so willing to believe what others say that <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/glibness">glibness</a> cannot make their words any more believable.</p>


name: Gust of Wind
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: 60 ft.
effect: line-shaped gust of severe wind emanating out from you to the extreme of the range
duration: 1 round
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.</p><div style="margin-left: 40px">
<p>A <i>Tiny or smaller</i> creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet.</p>
<p><i>Small</i> creatures are knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> by the force of the wind.</p>
<p><i>Medium or smaller</i> creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check.</p>
<p><i>Large or larger</i> creatures may move normally within a <i>gust of wind</i> effect.</p>
</div><p>This spell can’t move a creature beyond the limit of it’s range.</p><p>Any creature, regardless of size, takes a -4 penalty on ranged attacks and <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks in the area of a <i>gust of wind</i>.</p><p>The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.</p><p>In addition to the effects noted, a <i>gust of wind</i> can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.</p><p><i>Gust of wind</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell.</p>


name: Gusting Sphere
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: 5-ft.-diameter sphere of air
duration: 1 round/level
saving_throw: Fort negates (object) or Reflex negates; see text
spell_resistance: yes
description:
<p>A swirling ball of wind rolls in whichever direction you point, hurling those it strikes with great force. The sphere is treated in all ways as an area of severe wind, applying a –4 penalty on ranged weapon attacks that pass through it. The sphere moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space containing a Medium or smaller creature, it stops moving for that round and generates a sharp thrust of wind to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> the creature. The sphere’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> for <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 maneuvers</a> uses your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> in place of its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, with a +2 bonus for its Strength score (14). Whether or not the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> is successful, the creature takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal</a> bludgeoning damage from the attack. If the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> fails, the creature is still subject to the severe winds from the sphere as long as they remain in the same square as it. A gusting sphere rolls over objects or barriers that are less than 4 feet tall.</p><p>The sphere moves as long as you actively direct it (a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> for you); otherwise, it merely stays at rest. A gusting sphere immediately dissipates if it exceeds the spell’s range.</p>


name: Hag’s Seasoning
level: antipaladin 2, bloodrager 2, druid 3, shaman 3, witch 3
school: transmutation [curse]
casting_time: 1 standard action
components: S, M (a handful of spices)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent (D)
saving_throw: none
spell_resistance: yes
description:
<p>You render the affected creature supernaturally delicious, making it the preferred target for animalistic monsters, as well as biting insects, stray <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a>. A creature that makes a successful bite attack against or otherwise ingests a portion of the victim (such as with drain blood or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Swallow-Whole-Ex-">swallow whole</a>) gains a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. These <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> last for 1 hour. A creature cannot gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> from this spell more than once per day, no matter how many times it bites your target or how many different cursed targets it bites.</p>


name: Hairline Fractures
level: cleric/oracle 1, druid 1, shaman 1, witch 1
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a broken twig)
range: touch
target: 5-foot-square section of stone or a creature with the earth subtype
duration: 1 round/level
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>With a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a>, you create temporary hairline fractures in a piece of stone or a creature with the earth subtype. If you cast this spell on a section of stone, you reduce its <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> to 5 and its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> to 10/inch of thickness. If you cast this spell on a creature with the earth subtype, that creature takes a –2 penalty to AC for the spell’s duration. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/m/make-whole">Make whole</a> reverses this spell’s effect.</p>


name: Half-Blood Extraction
level: alchemist 5, cleric 5, druid 5, sorcerer/wizard 5, witch 5
school: transmutation
casting_time: 1 hour
components: V, S, M/DF (oils and poisons worth 3,000 gp)
range: touch
target: willing half-orc touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You transform the target <a href="https://www.d20pfsrd.com/races/core-races/half-orc">half-orc</a> into a full-blooded <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orc" rel="nofollow">orc</a>. The target loses all of its <a href="https://www.d20pfsrd.com/races/core-races/half-orc">half-orc</a> racial traits and gains the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orc" rel="nofollow">orc</a> racial traits.</p>


name: Halfling Vengeance
level: antipaladin 1, cleric 2, inquisitor 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: one Small or smaller creature touched
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You grant the touched target the ability to ascertain the weaknesses of foes. The target deals an additional 1d6 points of precision damage on successful attacks with daggers or slings against foes within 30 feet, as long as the attacked foe is denied its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> or is <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanked</a> by the target. This additional damage increases by 1d6 for every 4 caster levels you have beyond 3rd, to a maximum of 5d6 at 19th level. This bonus damage is precision damage and stacks with other sources of precision damage, such as <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attack</a>. This bonus damage is not multiplied on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>.</p><p>Once per round on a successful attack that deals this precision damage, the target can choose to forgo 2d6 points of precision damage (either granted by this spell or from other sources of precision damage, such as <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attack</a>) to inflict one of the following conditions on the attacked foe for 1 round:</p><p>• The attacked foe can’t make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> against creatures smaller than it.</p><ul>
<li>The attacked foe is denied its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> against attacks made with daggers or slings.</li>
<li>The attacked foe takes a –2 penalty on attacks against creatures smaller than it.</li>
<li>The attacked foe can’t take 5-foot steps.</li>
</ul><p>A creature can benefit from only one <em>halfling vengeance</em> spell at a time.</p><div style="margin-left: 20px">


name: Hallow
level: cleric/oracle 5, druid 5, inquisitor 5
school: evocation [good]
casting_time: 24 hours
range: touch
area: 40-ft. radius emanating from the touched point
duration: instantaneous
saving_throw: see text
spell_resistance: see text
components:
V, S, M (herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the area), DF

description:
<p><i>Hallow</i> makes a particular site, building, or structure a holy site. This has four major effects.</p><div style="margin-left:40px">
<p><b>First</b>, the site is warded by a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-evil">magic circle against evil</a></i> effect.</p>
<p><b>Second</b>, the DC to resist positive channeled energy within this area gains a +4 sacred bonus and the DC to resist negative energy is reduced by 4. Spell Resistance does not apply to this effect. This provision does not apply to the <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a> version of the spell.</p>
<p><b>Third</b>, any dead body interred in a <i>hallowed</i> site cannot be turned into an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature.</p>
<p><b>Finally</b>, you can fix a single spell effect to the <i>hallowed</i> site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting <i>hallow</i> again.</p>
</div><p>Spell effects that may be tied to a <i>hallowed</i> site include <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/aid">aid</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bane">bane</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bless">bless</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/cause-fear">cause fear</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daylight">daylight</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/death-ward">death ward</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness">deeper darkness</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-magic">detect magic</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor">dimensional anchor</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/d/dispel-magic">dispel magic</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/endure-elements">endure elements</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement">freedom of movement</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility-purge">invisibility purge</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-energy">protection from energy</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-fear">remove fear</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resist-energy">resist energy</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silence">silence</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/tongues">tongues</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth">zone of truth</a>. Saving throws and Spell Resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)</p><p>An area can receive only one <i>hallow</i> spell (and its associated spell effect) at a time. <i>Hallow</i> counters but does not dispel <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/unhallow">unhallow</a>.</p>


name: Hallucinatory Decor
level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: illusion (glamer)
casting_time: 1 minute
components: V, S
range: medium (100 ft. + 10 ft./level)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>You transform the decor of a courtyard, structure, or other edifice to meet your highest standards and personal tastes.</p><p>Objects and architectural elements remain in the same configuration—a chair remains a chair—but can look, sound, and smell like a different physical material and artistic style. You cannot change the appearance of natural terrain, but landscaped areas such as a garden or orchard can be affected. This spell functions in all other ways as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/hallucinatory-terrain">hallucinatory terrain</a>.</p><p>Members of the <a href="https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sanctified-prophet">Sanctified Prophet</a> prestige class can cast this spell, even though it is not a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/divination">divination</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a>.</p>


name: Hallucinatory Terrain
level: bard 4, sorcerer/wizard 4
school: illusion (glamer)
casting_time: 10 minutes
components: V, S, M (a stone, a twig, and a green leaf)
range: long (400 ft. + 40 ft./level)
area: one 30-ft. cube/level (S)
duration: 2 hours/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.</p>


name: Hallucinogenic Smoke
level: cleric 4, witch 4
school: conjuration [poison]
casting_time: 1 standard action
components: S, M (tobacco leaves, ingested)
range: personal
target: you
duration: 3 rounds/level or until discharged; see text
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>Dark gray smoke seeps from your eyes, ears, and mouth for the spell’s duration, though the smoke doesn’t significantly hamper your vision. Upon casting the spell, you may immediately exhale the smoke in a 30-foot cone or do so in a later round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, ending the spell. Each living creature caught within the cone must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as it is wracked with waves of nausea and disorienting visions. If it succeeds at its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, the creature is instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d4 rounds.</p><p>If you don’t expel the smoke by the end of the spell’s duration, you suffer the spell’s effects instead.</p><p>If you cast <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/a/augury">augury</a> during the duration of hallucinogenic smoke, treat your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as 5 higher when determining the chance for a meaningful reply. Additionally, you know whether a result of “nothing” resulted from a failed or successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/a/augury">augury</a>.</p>


name: Halt Undead
level: inquisitor 3, sorcerer/wizard 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a pinch of sulfur and powdered garlic)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>This spell renders as many as three <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures immobile. A non-intelligent <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature gets no saving throw; an intelligent <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature does. If the spell is successful, it renders the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature immobile for the duration of the spell (similar to the effect of <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/hold-person">hold person</a></i> on a living creature). The effect is broken if the <i>halted</i> creatures are attacked or take damage.</p>


name: Hammer of Mending
level: cleric/oracle 6, sorcerer/wizard 5, summoner 5
school: transmutation
casting_time: 1 standard action
components: V, S, F (a small mithral hammer worth 300 gp), DF
area: 30-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Upon striking a piece of solid ground with the spell’s focus or a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Symbol">holy symbol</a>, you let out a wave of energy that repairs items within its burst.</p><p>All objects or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a> within the burst are repaired of 1d6 points of damage per level. When this spell affects <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a>, the spell bypasses any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to magic as if the spell did not allow <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>.</p><p><i>Hammer of mending</i> can fix destroyed magic items (items with 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or fewer), and restores the magic properties of the item if your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is at least twice that of the item. Items with charges (such as <a class="spell" href="https://www.d20pfsrd.com/magic-items/wands">wands</a>) and single-use items (such as <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a> and <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scrolls</a>) cannot be repaired in this way.</p>


name: Handy Grapnel
level: inquisitor 1, ranger 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (an arrowhead)
range: touch
target: one ropelike object, length up to 50 ft. + 5 ft./level
duration: 1 minute/level (D)
saving_throw: Fort negates (object)
spell_resistance: no
description:
<p>You cause the target rope to shrink and reshape itself into an arrow, bolt, or similar piece of ammunition, which you can shoot at any Medium or larger object. With a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> against an AC equal to 5 plus the <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> of the target object, the handy grapnel strikes and embeds itself in that object with the strength of an iron <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Hook-Grappling">grappling hook</a>.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can command the rope to extend from the arrow. If you are within a distance equal to the length of the rope and have a hand free, the end of the rope swings directly into your hand. With another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can command the handy grapnel to retract itself up to the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Hook-Grappling">grappling hook</a>, pulling up any creature or object supported by the rope at a speed of 50 feet per round.</p><p>Once embedded, the rope can be used for climbing or any other purpose a rope could serve, and it can bear up to 200 pounds per level of the caster at a time (maximum 1,000 pounds). If this weight limit is exceeded, the handy grapnel comes loose and any creature or object supported by the rope falls.</p>


name: Hardening
level: artifice 7, sorcerer/wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one item of a volume no greater than 10 cu. ft./level
duration: permanent
saving_throw: none
spell_resistance: yes (object)
description:
<p>This spell increases the hardness of materials by 1 point per 2 caster levels. The hardening spell does not in any way affect resistance to other forms of transformation.</p><p>This spell affects up to 10 cubic feet per level. If cast upon a metal or mineral, the spell affects 1 cubic foot per level.</p>


name: Harm
level: cleric/oracle 6, inquisitor 6, shaman 7, witch 7
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will half; see text
spell_resistance: yes
description:
<p><i>Harm</i> charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, <i>harm</i> deals half this amount. <i>Harm</i> cannot reduce the target’s hit points to less than 1.</p><p>If used on an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, <i>harm</i> acts like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heal"><i>heal</i></a>.</p>


name: Harmless Form
level: druid 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: one willing animal companion, familiar , or spirit animal
duration: 8 hours (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You transform the target into a harmless <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> of the same approximate body type. The form assumed must be one considered unobtrusive by local communities, such as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/cat">cat</a>, a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/dog/dog">dog</a>, a hunting <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/hawk">hawk</a>, a horse, or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/rat/rat-common">rat</a>. This transformation can reduce the target by up to two size categories, but cannot make an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> smaller than Tiny. It cannot increase the size of the target or give it new natural attacks or new forms of movement. The spell otherwise functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/b/beast-shape">beast shape II</a>.</p>


name: Harrowing
level: bard 3, shaman 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 10 minutes
components: V, S, F (a Harrow deck)
range: touch
target: one creature
duration: 1 day/level or until fulfilled
description:
<p>You use a Harrow deck to tell a fortune for yourself or someone else. If you cast harrowing on another creature, you must remain adjacent to the target for the duration of the casting time. A harrowing must describe one set of events or course of action (for example, “hunting down the pirate king,” or “traveling to Viperwall to search for a magic sword”) that the target of the spell intends to undertake at some point during the spell’s duration. If you have access to a Harrow deck, draw nine cards when this spell is cast. If you do not have a Harrow deck, you can simulate the draws by rolling a d6 and a d10 for each of the nine cards.</p><p>Record the ability score and alignment associated with each card. Each of these cards grants a luck bonus or a penalty on a specific type of d20 check; the magnitude of the penalty or bonus depends upon how closely that particular card’s alignment matches the target creature’s alignment. If the card and target’s alignments are identical, that card provides a +2 luck bonus on the associated suit’s check. If the card and target’s alignments are of the opposite alignment (see below), the card inflicts a –1 penalty on that associated check. If the card has any other alignment, it provides a +1 luck bonus on the associated suit’s check.</p><p>While penalties persist on all associated checks for as long as the harrowing persists, the bonuses are one-use bonuses that the harrowed character can “spend” at any time to modify that card’s associated check. You can spend a bonus to modify an appropriate roll after the die is rolled, but cannot spend the bonus once you know the result of the roll. Since all of the bonuses granted by a harrowing are luck bonuses, they do not stack with each other. Penalties, on the other hand, do stack. Once you spend all of the bonuses granted by a harrowing, or once the spell’s duration ends, the spell ends and the penalties are removed.</p><p>A single creature can only be under the effects of one harrowing at a time. If it is subjected to a second harrowing while a previous harrowing is still in effect, the new harrowing automatically fails.</p><table border="1" cellpadding="5"><caption>Associated Suit Checks</caption>
<thead>
<tr>
<th class="text">Suit</th>
<th class="text">Associated check</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Hammer (Str)</td>
<td class="text">Attack rolls (ranged and melee)</td>
</tr>
<tr>
<td class="text">Key (Dex)</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throws</td>
</tr>
<tr>
<td class="text">Shield (Con)</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throws</td>
</tr>
<tr>
<td class="text">Book (Int)</td>
<td class="text">Skill checks</td>
</tr>
<tr>
<td class="text">Star (Wis)</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throws</td>
</tr>
<tr>
<td class="text">Crown (Cha)</td>
<td class="text">Any d20 roll</td>
</tr>
</tbody>
</table><table border="1" cellpadding="5"><caption>Opposition Alignments</caption>
<thead>
<tr>
<th class="text">Alignment</th>
<th class="text">Opposition</th>
</tr>
</thead>
<tbody>
<tr>
<td class="source text">LG</td>
<td class="source text">CE</td>
</tr>
<tr>
<td class="source text">NG</td>
<td class="source text">NE</td>
</tr>
<tr>
<td class="source text">CG</td>
<td class="source text">LE</td>
</tr>
<tr>
<td class="source text">LN</td>
<td class="source text">CN</td>
</tr>
<tr>
<td class="text">N</td>
<td class="text">LG, LE, CG, or CE <br/>(pick one when spell is cast)</td>
</tr>
<tr>
<td class="source text">CN</td>
<td class="source text">LN</td>
</tr>
<tr>
<td class="source text">LE</td>
<td class="source text">CG</td>
</tr>
<tr>
<td class="source text">NE</td>
<td class="source text">NG</td>
</tr>
<tr>
<td class="source text">CE</td>
<td class="source text">LG</td>
</tr>
</tbody>
</table><div style="margin-left: 40px"><a name="greater"></a>


name: Harvest Knowledge
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a piece of lodestone)
range: touch (see text)
target: one creature or object; see text
duration: concentration , up to 1 minute/level
saving_throw: Will negates; see text
spell_resistance: no
level:
alchemist 4, antipaladin 4, bard 4, inquisitor 4, mesmerist 4, psychic 4, sorcerer/wizard 4, witch 4

description:
<p>You touch a creature and temporarily absorb its knowledge for yourself. If the target fails its saving throw, you can sort through its lore and memories. You can retrieve one answer to a specific question per minute, as through sifting through the creature’s surface thoughts with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a>. Alternatively, you can tap into the target’s learned experiences and attempt one <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check in a skill in which the target has at least 1 rank, using the target’s total skill modifier. Each <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check requires 1 minute and allows the target another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to resist the effect. If the target successfully resists, the spell does not end, but you are unable to attempt another <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check for that skill using this spell. You can also use this spell against targets trapped in magic items or spells that hold their bodies or souls, such as an iron flask or the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/t/trap-the-soul">trap the soul</a>, by touching the associated receptacle.</p>


name: Harvest Season
level: druid 2, shaman 2
school: abjuration
casting_time: 1 minute
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one plant
duration: instantaneous; see text
saving_throw: none
spell_resistance: no
description:
<p>You cause an explosive burst of growth in a single plant, causing it to grow through a cycle of flower, fruit, or grain production as appropriate. If the plant is not one that normally produces food fit for <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> consumption, it produces edible flowers under the effect of this spell. The plant produces enough food to nourish one Medium creature per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Food harvested through this spell rots if not eaten within 24 hours. This spell nourishes, fertilizes, and pollinates the plant, and doesn’t harm the plant in any way. This spell has no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> creatures.</p>


name: Haste
school: transmutation
casting_time: 1 standard action
components: V, S, M (a shaving of licorice root)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 3, bloodrager 3, magus 3, medium 2, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 2, unchained summoner 3

description:
<p>The transmuted creatures move and act more quickly than normal. This extra speed has several effects.</p><p>When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Speed" rel="nofollow">speed</a></i> weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)</p><p>A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex" rel="nofollow">Reflex</a> saves. Any condition that makes you lose your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p>All of the hasted creature’s modes of movement (including land movement, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a>, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple <i>haste</i> effects don’t stack. <i>Haste</i> dispels and counters <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow/">slow</a></i>.</p>


name: Hasten Judgment
level: antipaladin 4, cleric 5, druid 5, inquisitor 4, sorcerer/wizard 6, spiritualist 4, witch 5
school: necromancy (curse)
casting_time: 1 standard action
components: V, S, M (2 silver pieces)
range: touch
target: one living or corporeal undead creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This potent curse weighs upon the target’s soul, hastening a living creature’s journey to Purgatory upon death or weakening an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s animating force. A living creature that dies during the spell’s duration cannot be affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/breath-of-life">breath of life</a> or similar effects, and the period during which attempts to restore the target to life can succeed is reduced to 1 hour/level (for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/raise-dead">raise dead</a>), 1 day/level (for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resurrection">resurrection</a>), or 10 days/level (for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/true-resurrection">true resurrection</a>). <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/reincarnate">Reincarnate</a> and similar effects work normally on a creature killed under this spell’s effects.</p><p>An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature affected by this spell cannot gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>, and any existing <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Channel-Resistance">channel resistance</a> the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> may have is reduced by half as long as the curse persists.</p><p>Creatures whose souls are separate from their bodies (such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/lich">liches</a>) or are merged with their bodies (such as non-<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Native">native</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>) are unaffected by hasten <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgment</a>.</p>


name: Haunted Fey Aspect
level: bard 0, psychic 0, sorcerer/wizard 0
school: illusion (glamer)
casting_time: 1 standard action
components: S
range: Personal
target: You
duration: 1 round/level (D)
description:
<p>You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage.</p>


name: Haunting Choir
level: bard 3
school: necromancy [mind-affecting, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft.-radius emanation
duration: concentration + 2 rounds
saving_throw: Will negates
spell_resistance: yes
description:
<p>You create a spectral choir and conduct its tortured, ghostly moans, deluding listeners into believing they are suffering the torments of the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>. The transparent singers occupy a 10-foot cube, but they are intangible and do not interfere with creatures in any physical way, nor can they be attacked. Creatures within 30 feet of the choir experience wracking pain that causes them to take a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, skill checks, and ability checks. Individuals who exit the area of effect take these penalties for an additional 2 rounds before the delusion wears off.</p>


name: Haunting Mists
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (figment) [fear, shadow]
casting_time: 1 standard action
components: V, S
range: 20 ft.
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 minute/level (D)
saving_throw: Will partial (see text)
spell_resistance: no
description:
<p>An <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist obscures all sight, including <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, beyond 5 feet. A creature 5 feet away has <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (attacks have a 20% miss chance). Creatures farther away have total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (50% miss chance, and the attacker cannot use sight to locate the target). All creatures within the mist must save or take 1d2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a> and gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> condition. The <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> condition lasts as long as the creature remains in the mist.</p>


name: Haunting Reminder
level: antipaladin 1, bard 2, inquisitor 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: enchantment [fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 12 hours + 2 hours/level or until triggered, then 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>As part of casting this spell, you can attempt a single <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check to make the target act friendly to you. If you succeed, the target assists you normally, but it remains fearful of your retribution even after its attitude shifts to unfriendly. If the creature reports your coercion to authorities, attacks you, or otherwise acts in a purposeful way that threatens you or your objectives (at the GM’s discretion), the spell triggers, inflicting the creature with the unshakable certainty that you will find and punish it. This imposes the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> condition on the creature for 1 day per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>; during this time, the creature takes a -2 penalty on saving throws against spells you cast with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Fear">fear descriptor</a>.</p>


name: Haze of Dreams
level: bard 1, cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, witch 1
school: enchantment (charm) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, M (pinch of sand)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You fill an enemy’s head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.</p><p>Multiple <i>haze of dreams</i> effects do not stack, nor does this spell’s effect stack with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/s/slow">slow</a>.</p>


name: Heal
level: alchemist 6, cleric/oracle 6, druid 7, inquisitor 6, shaman 7, witch 7
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p><i>Heal</i> enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ability-Damage-and-Drain-Ex-or-Su-">ability damage</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</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/bestiary/rules-for-monsters/universal-monster-rules#disease">diseased</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/feeblemind">feebleminded</a><i>,</i> <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/i/insanity">insanity</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poisoned</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.</p><p><i>Heal</i> does not remove <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> or restore permanently <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">drained</a> ability score points.</p><p>If used against an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, <i>heal</i> instead acts like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/harm">harm</a></i>.</p><div style="margin-left: 40px">


name: Heal Mount
level: paladin 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: your mount touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heal">heal</a></i>, but it affects only the <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin’s</a> special mount (typically a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/horse">horse</a>).</p>


name: Healing Flames
level: cleric/oracle 4, inquisitor 4, paladin 4, warpriest 4
school: conjuration (healing) [fire, good]
casting_time: 1 standard action
components: V, S, DF
area: 10-ft.-radius burst, centered on you
duration: instantaneous
saving_throw: Reflex half; see text
spell_resistance: yes
description:
<p>You unleash a blast of holy flames that washes over all creatures in the area in a glorious display of divine power. This deals damage to evil creatures and heals good creatures in the area. The amount of damage dealt and the number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> restored in each case is 1d8 points per 2 caster levels (maximum 5d8).</p><p>Half of the damage this spell deals to evil creatures is fire damage, and half of the damage is pure divine power that is therefore not subject to reduction by <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">energy resistance</a> to fire-based attacks.</p><p>Neutral enemies within the spell’s area of effect also take the fire damage, but do not take the divine damage. Neutral allies within the area are healed by half as much as good creatures. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw halves the damage taken in all cases.</p>


name: Healing Leak
level: antipaladin 2, cleric 3, paladin 2, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (a piece of muslin)
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>Whenever the target is affected by a spell or effect that heals hit point damage through the use of positive or negative energy, it regains only half the number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> it normally would recover. If the target employs a spell or effect that heals itself or other creatures through the use of positive or negative energy, the target must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC = this spell’s save DC) or the effect restores only half of the normal number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. Other forms of <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> (such as from the <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> skill) are not affected by this spell.</p>


name: Healing Thief
level: mesmerist 1, occultist 3, psychic 3, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a bit of sponge, damp with tears)
range: touch
target: creature touched
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: yes
description:
<p>With this spell you can steal the healing of the target creature. You must succeed at a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to strike the target. If you do, until the effect ends, whenever your target is subject to a healing spell or a supernatural effect that heals <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, the target only receives half the healing (rounded down) and you receive the other half (also rounded down). You must remain within 25 feet (plus 5 feet per two caster levels) of the target to gain this benefit. If you move outside that range, the spell is discharged. Once you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 50 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>) of healing from this spell’s effect, the spell is discharged.</p>


name: Healing Token
level: cleric/oracle 2, druid 2, hunter 2, inquisitor 2, paladin 2, ranger 2, shaman 2, warpriest 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one touched holy symbol per 3 caster levels
duration: 10 minutes/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You imbue one touched <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Symbol">holy symbol</a> per 3 caster levels with a connection to your own divine power, turning the touched holy symbols into tokens of <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a>. Each of the targeted holy symbols can represent any deity regardless of the deity’s actual <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>.</p><p>As long as you wear or carry your divine focus, any creature carrying a token of <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> can make a plea for <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> in a language you understand as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. When they do this, you are silently alerted to the plea for healing and can magically heal the target as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> anytime before the end of your next turn.</p><p>The magical healing you use to do this can be either a supernatural ability that heals damage (if you have uses available) or a spell or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> that belongs to the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> subschool (if you can cast any). In either case, to use the ability or cast the spell through this spell, you must be able to include or target that creature, and the ability’s activation time or spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> must be no longer than one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p><p>If the ability or <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> spell you use through a token would affect multiple creatures, such as mass <a href="https://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds" style="font-style: italic">cure light wounds</a>, the ability or spell affects the creature that pleaded for <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> as well as any other creatures within the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> spell’s normal range that are also holding a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Symbol">holy symbol</a> imbued with this spell.</p><p>So, for example, when you use mass <a href="https://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds" style="font-style: italic">cure light wounds</a> through a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Symbol">holy symbol</a> that has been turned into a token of healing, that spell would heal the creature holding the token that pleaded for healing as well as one creature per level that is also holding a token (no two of which can be more than 30 feet apart). However, the mass <a href="https://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds" style="font-style: italic">cure light wounds</a> spell would heal only creatures within range that are holding tokens.</p>


name: Healing Warmth
level: alchemist 4, cleric 4, druid 4, inquisitor 4, psychic 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>This spell grants you temporary <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to fire damage as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/p/protection-from-energy">protection from energy</a>. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you may sacrifice 12 points of remaining <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo-rage-powers/energy-absorption-su">energy absorption</a> from the spell to heal a touched creature of 1d8 points of damage. <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">Healing</a> a creature provokes an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>. When the spell has absorbed 12 points of fire damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (to a maximum of 120 points at 10th level), it is discharged.</p>


name: Heart of The Metal
level: magus 3, sorcerer/wizard 3, witch 3
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a chunk of adamantine worth 100 gp, or a chunk of cold iron or silver worth 20 gp)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (see text)
saving_throw: none
spell_resistance: no
description:
<p>You lend the nature of <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a>, <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a>, or silver depending on which component you used, to the targeted weapons, with the following effects:</p><p style="margin-left:40px"><b>Adamantine</b>: The weapons overcome <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> and ignore <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> less than 20.</p><p style="margin-left:40px"><b>Cold Iron</b>: The weapons overcome <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a>.</p><p style="margin-left:40px"><b>Silver</b>: The weapons overcome <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/silver.</p><p>No other advantages or disadvantages of these metal types apply. For example, a weapon given the nature of <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> is not automatically masterwork.</p><p>This is able to affect nonmetal weapons. If you grant the target weapons the property of <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a>, the spell lasts half as long as normal.</p>


name: Heart of the Mammoth
level: cleric 8, druid 8, sorcerer/wizard 8, witch 8
school: transmutation
casting_time: 1 standard action
components: V, S, F (a fetish of mammoth hair soaked in dragon’s blood)
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will (harmless)
spell_resistance: no
description:
<p>The target creature becomes stronger, hardier, and imbued with the courage of the greatest megafauna of the tundra.</p><p>The spell grants a +8 <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-Constitution-Con-">Constitution</a>, <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/special-abilities#TOC-Fear">fear</a>, a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves, and doubles the critical threat range of all its attacks against creatures of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> type (this does not stack with <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-critical-combat-">Improved Critical</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/k/keen-edge">keen edge</a>, or similar effects).</p>


name: Heat Metal
level: druid 2, occultist 2, psychic 2
school: transmutation [fire]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 7 rounds
saving_throw: Will negates (object)
spell_resistance: yes (object)
target:
metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, all of which must be within a 30-ft. circle

description:
<table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Round</th>
<th class="text">Metal Temperature</th>
<th class="text">Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">1</td>
<td class="text">Warm</td>
<td class="text">None</td>
</tr>
<tr>
<td class="number">2</td>
<td class="text">Hot</td>
<td class="text">1d4 points</td>
</tr>
<tr>
<td class="number">3-5</td>
<td class="text">Searing</td>
<td class="text">2d4 points</td>
</tr>
<tr>
<td class="number">6</td>
<td class="text">Hot</td>
<td class="text">1d4 points</td>
</tr>
<tr>
<td class="number">7</td>
<td class="text">Warm</td>
<td class="text">None</td>
</tr>
</tbody>
</table><p><i>Heat metal</i> causes metal objects to become red-hot. Unattended, non-magical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.</p><p>A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing or wielding such an item.</p><p>On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, and causes more damage, as shown on the table.</p><p>Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, <i>heat metal</i> deals half damage and boils the surrounding water.</p><p><i>Heat metal</i> counters and dispels <a href="https://www.d20pfsrd.com/magic/all-spells/c/chill-metal/" style="font-style: italic">chill metal</a>.</p>


name: Heatstroke
level: druid 3, sorcerer/wizard 3
school: evocation [fire]
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 minute/level
saving_throw: Fortitude partial, see text
spell_resistance: yes
description:
<p>A wavering red ray projects from your finger. You must succeed on a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> with the ray to hit your target. The ray inflicts 1d4 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>, causing the target to suffer from heatstroke as its body temperature dramatically increases. Except as noted above, this spell otherwise functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/ray-of-exhaustion/"><i>ray of exhaustion</i></a>. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.</p>


name: Heavy Water
level: cleric 4, druid 4, ranger 4
school: transmutation [water]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: cylinder of water (5-ft. radius/level, 30 ft. deep)
duration: 1 minute/level (D)
saving_throw: none (see text)
spell_resistance: no
description:
<p>You cause a volume of water to become heavier than normal.</p><p>Swimming in or through such water requires a <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> check with a DC equal to the saving throw DC of this spell; even creatures with a swim speed must attempt this check. Success allows a creature to swim at up to half its speed as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>; a creature cannot swim as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> while in an area of heavy water. If a creature fails its <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> check by 4 or less, it makes no progress. If it fails by 5 or more, it goes underwater. All <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks to see through the affected water take a –10 penalty. All ships sailing through an area of heavy water move at half speed.</p>


name: Heckle
level: bard 2, bloodrager 2, magus 3, mesmerist 2, psychic 2, sorcerer/wizard 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a tomato)
range: medium (100 ft. + 10 ft./level)
target: 1 creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You badger and nitpick the subject of your spell until its mood sours. The target’s attitude shifts one category toward hostile regarding you and everyone within 30 feet of the target at the time the spell is cast. The target also takes a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, on saving throws, and on ability and skill checks that rely 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>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>.</p>


name: Hedging Weapons
level: antipaladin 1, cleric 1, inquisitor 1, paladin 1
school: abjuration [force]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>A weapon made from divine force appears and floats near you.</p><p>This weapon takes the shape of your deity’s favored weapon (if you have no deity, the weapon appears as a simple weapon with special significance to you). You gain one additional weapon at 6th level and every 4 caster levels thereafter—two at 6th, three at 10th, four at 14th, and a maximum of five weapons at 18th level. The weapon averts and deflects attacks, granting you a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC for each weapon summoned (maximum +5 at 18th level). As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can grasp a weapon and throw it as a ranged attack at any target you can see within 30 feet of you (even if it’s a type of weapon that can’t normally be thrown).</p><p>On a successful hit, the weapon deals 2d6 points of force damage to the target. This force weapon has the same threat range and critical multiplier as a standard weapon of its type, but no other special abilities. Because it deals force damage, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> doesn’t apply.</p><p>Each weapon thrown lowers the total <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to your AC by 1 as it disappears immediately after the attack action. The spell immediately ends once you throw all the weapons.</p>


name: Heightened Awareness
level: alchemist 1, bard 1, druid 1, inquisitor 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, M/DF (a coffee bean)
range: personal
target: you
duration: 10 minutes/level (D)
description:
<p>You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks and on all <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks that you are trained in.</p><p>If this spell is active when you have to make an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> check, you can instantly dismiss this spell and gain a +4 bonus on that check.</p>


name: Heightened Reflexes
level: bard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: allies within a 30-ft.-radius burst centered on you
duration: 1 minute/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You grant each of your allies within the area a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw. Each ally must decide whether to use the bonus before making the roll to which it applies. When an ally uses the bonus, the spell ends for that individual.</p>


name: Hellfire Ray
level: cleric 6, magus 6, sorcerer/wizard 6, witch 6
school: evocation [evil]
casting_time: 1 standard action
components: V, S, F/DF (any unholy symbol or heretical tome)
range: close (25 ft. + 5 ft./2 levels) ray
duration: instantaneous
saving_throw: none (see text)
spell_resistance: yes
description:
<p>A blast of hellfire blazes from your hands. You can fire one ray, plus one additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit and deals 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6). Half the damage is fire damage, but the other half results directly from <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/unholy" style="font-style: italic">unholy</a> power and is therefore not subject to being reduced by <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">fire resistance</a>. The rays can be fired at the same target or at different targets, but all rays must be fired simultaneously and aimed at targets within 30 feet of each other.</p><p>Any creature killed by this spell must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw; failure means the creature’s soul is damned to <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Hell-Lawful-Evil-">Hell</a> as a burst of brimstone appears around its corpse. A nonevil spellcaster attempting to bring the creature back from the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> must attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC = 10 + the slain creature’s level) to succeed; failure means the spellcaster cannot try again for 1 day. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">Evil</a> spellcasters can raise the slain character normally, without requiring a check. A raised character’s soul is no longer automatically consigned to <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Hell-Lawful-Evil-">Hell</a>.</p>


name: Hellmouth Lash
level: bloodrager 4, sorcerer/wizard 4, witch 4
school: transmutation [acid, electricity, or fire]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>Upon casting this spell, your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. You choose what type of energy damage the spell deals when you cast it. You attack with your tongue as if it were a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a>, except you make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> attacks with it and it can harm creatures with armor or <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a> bonuses. You are considered proficient with this weapon. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> with the tongue deals 1d8 points of energy damage per two caster levels (maximum of 5d8 points of damage at 10th level).</p><p>While the spell is in effect, you cannot speak, cast spells requiring verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> items requiring command words.</p><p>The spell has the acid, electricity, or fire descriptor, depending on what type of energy damage you chose when you cast it.</p>


name: Helping Hand
level: cleric/oracle 3, medium 2, psychic 3, spiritualist 3
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: 5 miles
effect: ghostly hand
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.</p><p>When the spell is cast, you specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is done, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away he is, as detailed on the following table.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Distance</th>
<th class="text">Time to Locate</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">100 ft. or less</td>
<td class="text">1 round</td>
</tr>
<tr>
<td class="text">1,000 ft.</td>
<td class="text">1 minute</td>
</tr>
<tr>
<td class="text">1 mile</td>
<td class="text">10 minutes</td>
</tr>
<tr>
<td class="text">2 miles</td>
<td class="text">1 hour</td>
</tr>
<tr>
<td class="text">3 miles</td>
<td class="text">2 hours</td>
</tr>
<tr>
<td class="text">4 miles</td>
<td class="text">3 hours</td>
</tr>
<tr>
<td class="text">5 miles</td>
<td class="text">4 hours</td>
</tr>
</tbody>
</table><p>Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct, feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.</p><p>The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on its own devices to locate you.</p><p>If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.</p><p>If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.</p><p>The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can’t pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.</p>


name: Hermean Potential
level: medium 1, mesmerist 1, psychic 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, F (a gold dragon scale)
range: touch
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>You gift the target with the ability to perfect its actions via mental clarity. On the next <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores/">ability check</a>, or <a href="https://www.d20pfsrd.com/skills#TOC-Skill-Checks1">skill check</a> the target attempts, it rolls twice and takes the more favorable result. For every 5 caster levels you have, the target can roll twice on an additional attack roll, saving throw, ability check, or skill check (to a maximum of 5 rolls at 20th level).</p><p>Hermean potential is countered and dispelled by <a href="https://www.d20pfsrd.com/magic/all-spells/i/ill-omen/" style="font-style: italic">ill omen</a>, but does not itself counter or dispel <a href="https://www.d20pfsrd.com/magic/all-spells/i/ill-omen/" style="font-style: italic">ill omen</a>.</p>


name: Heroes’ Feast
level: bard 6, cleric/oracle 6, inquisitor 6
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: feast for one creature/level
duration: 1 hour plus 12 hours; see text
saving_throw: none
spell_resistance: no
description:
<p>You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/neutralize-poison/">neutralize poison</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-disease/"><i>remove disease</i></a>, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves and a +4 morale bonus on saving throws against <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> and fear effects for 12 hours.</p><p>If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.</p>


name: Heroic Finale
level: bard 4
school: enchantment (compulsion) [mind-affecting]
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 must have a bardic performance in effect to cast this spell. With a flourish, you immediately end the performance, and one creature within range affected by your bardic performance can make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> or a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> of their choice. </p>


name: Heroic Fortune
level: alchemist 2, bard 2, cleric/oracle 2, paladin 3
school: evocation
casting_time: 1 standard action
components: V, S, DF, M (diamond dust worth 100 gp)
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p><b>Note</b>: This spell deals with hero points. See <a href="https://www.d20pfsrd.com/gamemastering/other-rules/hero-points">Hero Points</a> for full details.</p><p>This spell grants 1 hero point to the target. This hero point must be spent before the duration expires, or it is lost. The bonus hero point is spent before any other hero points the target might possess.</p><a name="TOC-Heroic-Fortune-Mass"></a><div style="margin-left:20px">


name: Heroic Invocation
level: sorcerer/wizard 9, witch 9
school: enchantment (compulsion) [mind affecting]
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one or more creatures, no two of which can be more than 30 ft. apart
duration: 10 minutes /level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Using worlds of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on attack and damage rolls, gain 2d8+4 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>, and become immune to both <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/f/fear">fear</a> and charm effects for the spell’s duration. At the end of the spell’s duration, the subjects become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p>


name: Heroism
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 2, bloodrager 3, inquisitor 3, medium 2, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3

description:
<p>This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on attack rolls, saves, and skill checks.</p>


name: Hero’s Defiance
level: paladin 1
school: conjuration [healing]
casting_time: 1 immediate action
components: V
range: personal
duration: instantaneous
description:
<p>The instant before you are reduced to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>.</p><p>If this healing brings your hit point total above 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect.</p>


name: Hex Glyph
level: shaman 3, witch 3 Saving Throw see text
school: abjuration
saving_throw: see text
spell_resistance: no (object) and yes (see text)
description:
<p>This spell functions like the spell glyph version (see box at right) of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/g/glyph-of-warding">glyph of warding</a>, except you can store a hex you know (but not a <a href="https://www.d20pfsrd.com/classes/base-classes/witch#TOC-Major-Hex">major hex</a> or a grand hex) instead of a spell. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses this spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and DC.</p><div>
<p> Spell Glyphs 
 </p></div><div style="padding:10px">
<p>You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect, the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.</p>


name: Hex Vulnerability
level: shaman 1, witch 1
school: necromancy [curse]
casting_time: 1 standard action
components: V, S, M (a drop of your blood)
range: close (25 ft. +5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The targeted creature becomes susceptible to a repeat use of your harmful <a href="https://www.d20pfsrd.com/classes/base-classes/witch#TOC-Hex">hexes</a>, even if you could not otherwise target that creature with a particular hex for a certain time period. For example, normally after you target a creature with a charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a creature. For example, if the creature failed its save against a second use of your charm hex, it remains charmed for the normal duration, even if the spell expires before the hex does.</p><p>Each subsequent casting of this spell on a target within a 24-hour period gives the target a +4 bonus on its save against the spell and imposes a –4 penalty on your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check to overcome the target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> with this spell.</p>


name: Hex Ward
level: inquisitor 1, shaman 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You give the target a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> against <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> hexes.</p>


name: Hidden Blades
level: alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (a shard of glass)
range: touch
target: weapon or ammunition touched; see text
duration: 10 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You render a target weapon or up to 50 pieces of ammunition <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, granting the wielder a +20 bonus on <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> checks made to conceal the weapon or ammunition and a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Feint">feint</a> with the weapon or ammunition.</p>


name: Hidden Diplomacy
level: bard 1, cleric 1, inquisitor 1, magus 1, mesmerist 1, psychic 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a bent coin)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instant; see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>As part of casting this spell, you can attempt a single <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> skill check to make a target act friendly toward you. If you succeed, the target assists you normally, but hidden diplomacy clouds the memory of any threats or pressure you applied. The target remembers assisting you, but can’t remember why, and its attitude toward you doesn’t worsen as a result of being intimidated.</p><p>Whether a creature fails or succeeds at its saving throw, it becomes immune to further castings of hidden diplomacy for 24 hours.</p>


name: Hidden Knowledge
level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 round
components: V, S, M (a drop of ink )
range: personal
target: you
duration: up to 1 day/level (see text)
description:
<p class="desciption">This subtle but useful spell allows you to safeguard important knowledge-even from yourself. While casting this spell, you recite one piece of knowledge (up to a maximum of 50 words). Upon completion of the spell’s casting, you transfer the knowledge from your mind to your skin in the form of an intricate, runic tattoo placed anywhere you choose on your body. The knowledge disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches over gaps in your memory with recollections from the past. Until the spell’s duration ends, the knowledge is lost to you.</p><p>When you cast this spell, you decide how long you wish the spell’s duration to be, up to a maximum duration of 1 day per level.</p><p>Many Cyphermages commission non-magical tattoos to disguise the effects of this spell. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> spell or a successful <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> or <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check (DC 20 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier) reveals an enchanted tattoo, but not its contents. The effects of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/hidden-knowledge">hidden knowledge</a> can be dispelled normally, in which case the knowledge is completely lost.</p>


name: Hidden Presence
level: bard 2, inquisitor 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (eye drops made with extract of poppy)
range: close (25 ft. + 5 ft./2 levels)
target: up to one creature per 3 caster levels
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You prevent the targets from having conscious awareness of your presence. You make yourself completely undetectable to the subjects by erasing all awareness of your presence from their minds. The targets can’t see, hear, smell, feel, or taste you, including with extraordinary or <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> senses such as <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Tremorsense-Ex-"></a><a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Tremorsense">tremorsense</a>. They can’t pinpoint your location by any means, including detect spells.</p><p>The targets remain unaware of your actions, provided you don’t make any attacks or cause any obvious or directly threatening changes in the targets’ environment. If you attack any of the target creatures, the effect ends. If you take an action that creates a sustained and obvious change in the target’s environment—for example, attacking a creature other than a target or moving a sizeable or attended object the target can see—the target immediately receives a new saving throw.</p>


name: Hidden Speech
level: bard 2, inquisitor 3, medium 2, mesmerist 2, psychic 2, witch 2
school: transmutation [language-dependent]
casting_time: 1 standard action
components: V, S, M/DF (a cipher written on a piece of parchment)
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>You greatly enhance the ability of the subjects to communicate hidden messages to each other. Each target gains 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/skills/bluff">Bluff</a> checks to send secret messages to other recipients. Others using opposed <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks to decipher these messages receive a -5 penalty. All subjects affected by the spell must share a language to be able to pass messages.</p>


name: Hidden Spring
level: cleric 1, druid 1, ranger 1, shaman 1, witch 1
school: transmutation [water]
casting_time: 1 hour
components: V, S, F (a Y-shaped wooden rod)
range: touch
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>You spend 1 hour in quiet meditation, holding the focus component in both hands and walking around a natural area. You are simultaneously drawn to areas of natural moisture while drawing that moisture closer. As the spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> concludes, you thrust the focus component into the ground. From that point, a fresh, clean water trickles forth at a rate of 1 gallon every 10 minutes. You cannot cast this spell inside a building or in an area of worked stone, but you can cast it underground. You cannot cast this spell within 1 mile of an existing hidden spring.</p>


name: Hide Bruises
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (drop of blood)
range: touch
target: one creature touched
duration: 10 minutes/level (D)
saving_throw: none and Will disbelief (see text)
spell_resistance: yes (harmless)
level:
antipaladin 1, arcanist 1, bard 1, inquisitor 1, mesmerist 1, occultist 1, psychic 1, skald 1, sorcerer/wizard 1, witch 1

description:
<p>The target’s wounds to seem to disappear. A creature attempting a <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check to tell the severity of the target’s injuries takes a –10 penalty on that check. A creature that physically touches the <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/glamered" style="font-style: italic">glamered</a> areas can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to recognize it as an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>.</p>


name: Hide Campsite
level: druid 3, ranger 2
school: illusion (glamer)
casting_time: 10 minutes
components: V, S, M (a sprig of mistletoe, and a vial of quicksilver)
range: close (25 ft. + 5 ft./2 levels)
area: one 20-ft. cube
duration: 2 hours/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>You make the area around a campsite appear to be a thicket of untouched and forbidding foliage, or some other unwelcoming feature matching the surrounding terrain. Creatures outside the area cannot sense any activity going on inside the area- they cannot smell campfires or cooking food, they cannot hear conversation, loud noises, or spells being cast, and they cannot even feel heat or a rush of wind coming from the area. Those inside the area can see out normally. Once a creature steps into the area of the spell, it can see everything in and around the area normally. </p>


name: Hide from Animals
level: druid 1, ranger 1, shaman 1
school: abjuration
casting_time: 1 standard action
components: S, DF
range: touch
duration: 10 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>Animals cannot sense the warded creatures. Even extraordinary or supernatural sensory capabilities, such as <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Tremorsense-Ex-"></a><a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Tremorsense">tremorsense</a>, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.</p>


name: Hide from Undead
level: cleric/oracle 1, inquisitor 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 10 min./level (D)
saving_throw: Will negates (harmless); see text
spell_resistance: yes
description:
<p><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a> cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Tremorsense-Ex-"></a><a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Tremorsense">tremorsense</a>, cannot detect or locate warded creatures. Non-intelligent <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures (such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeletons</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombies</a>) are automatically affected and act as though the warded creatures are not there. An intelligent <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature gets a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw. If it fails, the subject can’t see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, touches an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, or attacks any creature (even with a spell), the spell ends for all recipients.</p><div style="margin-left: 20px">


name: Hideous Laughter
level: bard 1, medium 2, mesmerist 1, psychic 2, sorcerer/wizard 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (tiny fruit tarts and a feather)
range: close (25 ft. + 5 ft./2 levels)
target: one creature; see text
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. The subject can take no actions while laughing, but is not considered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>. After the spell ends, it can act normally. On the creature’s next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration.</p><p>A creature with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.</p>


name: Hobbling Bomb Admixture
level: alchemist 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can have only one admixture effect (formula with the words “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.</p><p>When you throw a bomb and hit a target directly, it affects up to three targets—the creature the bomb hit directly, and up to two other creatures that take damage from the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon">splash</a> damage (<a href="https://www.d20pfsrd.com/classes/base-classes/alchemist">alchemist’s</a> choice). Each targeted creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw or have its speed reduced by 20 feet (minimum 0 feet).</p>


name: Hold Animal
level: druid 2, mesmerist 2, psychic 2, ranger 2
school: enchantment (compulsion) [mind-affecting]
components: : V, S
target: one animal
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/hold-person/">hold person</a></i>, except that it affects an animal instead of a humanoid.</p>


name: Hold Fey
level: bard 2, cleric 2, inquisitor 2, sorcerer/wizard 3, witch 2
school: enchantment (compulsion) [mind-affecting]
components: V, S, F/DF (a small, straight piece of iron)
target: one fey creature
description:
<p>This spell functions as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/hold-person">hold person</a>, except it affects a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> instead of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>.</p>


name: Hold Monster
level: bard 4, inquisitor 4, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: enchantment (compulsion) [mind-affecting]
components: V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny nail)
target: one living creature
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/hold-person">hold person</a></i>, except that it affects any living creature that fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p><a name="mass"></a><p><b>Hold Monster, Mass</b></p><div style="margin-left:40px">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> (compulsion) [<a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a>]; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 9, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 9</p>
<p class="divider">EFFECT</p>
<p><b>Targets</b> one or more creatures, no two of which can be more than 30 ft. apart</p>
<p class="divider">DESCRIPTION</p>
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/hold-person">hold person</a></i>, except that it affects multiple creatures and holds any living creature that fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p>
</div>


name: Hold Person
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, F/DF (a small, straight piece of iron)
range: medium (100 ft. + 10 ft./level)
target: one humanoid creature
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: yes
level:
antipaladin 2, bard 2, bloodrager 3, cleric/oracle 2, inquisitor 2, shaman 2, sorcerer/wizard 3, medium 2, mesmerist 2, occultist 3, psychic 2, witch 2

description:
<p>The subject becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. A winged creature who is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> cannot flap its wings and falls. A swimmer can’t swim and may drown.</p><p><a name="mass"></a></p><p><b>Hold Person, Mass</b></p><p style="margin-left: 40px"><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> (compulsion) [<a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a>]; <b>Level</b> <span id="ctl00_MainContent_DataListTypes_ctl00_LabelName"><a href="https://www.d20pfsrd.com/classes/occult-classes/mesmerist/">mesmerist</a> 6, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 7</span>, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 7, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 7</p><p style="margin-left: 40px"><b>Targets</b> one or more humanoid creatures, no two of which can be more than 30 ft. apart</p><p style="margin-left: 40px">This spell functions like <i>hold person</i>, except as noted above.</p>


name: Hold Portal
level: psychic 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
range: medium (100 ft. + 10 ft./level)
target: one portal, up to 20 sq. ft./level
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/k/knock/">knock</a></i> spell or a successful <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/">dispel magic</a></i> spell can negate a <i>hold portal</i> spell.</p><p>Add 5 to the normal DC for forcing open a portal affected by this spell.</p>


name: Hollow Blades
level: magus 2, ranger 1, shaman 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>All melee and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> from the target deal damage as if the target were one size category smaller than it actually is. While the target is under the effects of this spell, weapons dropped by the target function normally for other creatures, while any melee weapons picked up by the target deal damage as if one size smaller. Ranged attacks and weapons are unaffected by this spell.</p>


name: Hollow Heroism
school: enchantment (compulsion) [mind-affecting, ruse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
bard 3, bloodrager 4, inquisitor 4, medium 3, psychic 4, sorcerer/wizard 4, spiritualist 4, summoner 4, witch 4

description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/h/heroism/" style="font-style: italic">heroism</a>, except that you can reverse the spell by issuing a special command as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> if you are within medium range (100 feet + 10 feet per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) of the target. The target loses the bonuses and instead takes a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, saving throws, and skill checks until the spell’s duration ends (no save).</p><p>Attempts to identify <i>hollow heroism</i> with a skill check incorrectly identify it as <a href="https://www.d20pfsrd.com/magic/all-spells/h/heroism" style="font-style: italic">heroism</a> (see the ruse descriptor).</p><div style="margin-left: 20px">


name: Holy Aura
level: cleric/oracle 8
school: abjuration [good]
casting_time: 1 standard action
components: V, S, F (a tiny reliquary worth 500 gp)
range: 20 ft.
duration: 1 round/level (D)
saving_throw: see text
spell_resistance: yes (harmless)
description:
<p>A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> when they strike the subjects. This abjuration has four effects.</p><ul>
<li>First, each warded creature 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. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil"><i>protection from evil</i></a>, this benefit applies against all attacks, not just against attacks by evil creatures.</li>
<li>Second, each warded creature gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> 25 against evil spells and spells cast by evil creatures.</li>
<li>Third, the abjuration protects the recipient from possession and mental influence, just as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil"><i>protection from evil</i></a> does.</li>
<li>Finally, if an evil creature succeeds on a melee attack against a creature warded by a <i>holy aura</i>, the offending attacker is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save negates, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/b/blindness-deafness"><i>blindness/deafness</i></a>, but against <i>holy aura’s</i> save DC).</li>
</ul>


name: Holy Ice
level: cleric/oracle 5
school: transmutation [cold, good, water]
casting_time: 1 standard action
components: V, S, M (a flask of holy water or 5 pounds of powdered silver worth 25 gp)
range: medium (100 ft. + 10 ft./level)
effect: wall of ice or flying ice javelins (see text)
duration: 1 minute/level, instantaneous, or until expended (see text)
saving_throw: Reflex negates or none (see text)
spell_resistance: yes
description:
<p>This spell creates a large mass of frozen holy water that can be used for one of two effects.</p><div style="margin-left:40px">
<p><b>Holy Ice Wall</b>: This functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/w/wall-of-ice">wall of ice</a> (hemisphere or plane). Any creature that takes damage from holy water takes 1 point of damage every time it touches or attacks the ice wall with melee attacks; extended contact with the wall (such as standing or walking on it) deals 1d6 points of damage. Even when the ice has been broken through, a sheet of frigid holy air remains. Any creature that steps through it (including the one who broke through the wall) takes 1d6 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (no save); half of this damage is cold damage, half is damage from holy water (creatures unharmed by holy water do not take the damage).</p>
<p><b>Holy Ice Javelins</b>: The spell creates a number of javelins of frozen holy water in your square equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15), which hurl themselves toward one or more targets that are no more than 10 feet away from each other. You must succeed on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> (one per javelin) to hit the target with the javelin, using your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier. The javelins deal 1d6 damage each, plus 1 point of cold damage and 1 point of damage from holy water. The javelins are destroyed by this attack.</p>
<div class="section15">
<div>Section 15: Copyright Notice</div>
<div>
<p><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" target="_blank">Pathfinder Roleplaying Game: Ultimate Magic</a>. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.</p>
</div>
</div>
</div>


name: Holy Ice Weapon
level: cleric 2, inquisitor 2
school: transmutation [cold, good, water]
casting_time: 1 standard action
components: V, S, M (a flask of holy water , or 5 pounds of powdered silver worth 25 gp)
range: 0 ft.
effect: one ice weapon
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create a masterwork weapon that has the qualities of ice and <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">holy water</a>. This weapon must be a simple weapon or your deity’s favored weapon. The weapon deals normal damage for a weapon of that type, plus 1 point of cold damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10). In addition, any creature struck by the weapon is also hit by <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">holy water</a>, dealing 1d4 points of damage if the creature is susceptible to <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">holy water</a>. If the weapon leaves your hands for more than 1 round, it melts and the spell ends.</p><p>At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 6th, the weapon gains the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/r/returning-weapon">returning weapon</a> special ability when thrown, melting away after an attack and re-forming in your hand just before your next turn.</p>


name: Holy Javelin
level: cleric 3, inquisitor 3, paladin 2
school: conjuration (creation) [good]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
effect: javelin of divine energy
duration: 1 round + 1 round/4 levels
saving_throw: none
spell_resistance: yes
description:
<p>You create a shimmering javelin of holy energy to hurl at an enemy as a ranged touched attack. The javelin deals 1d6 points of damage to an evil creature on a successful attack; it dissipates harmlessly against creatures of any other <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. Each time a creature starts its turn while impaled by the javelin, it takes another 1d6 points of damage. For every 4 caster levels you have, the javelin remains in the creature for an additional round (to a maximum of 5 rounds at 18th level). While the creature remains impaled, it takes a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and skill checks.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, the creature (or another adjacent creature) can attempt to pull the javelin out (causing it to immediately disappear) with a DC 12 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check.</p><p>The holy javelin glows like a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Torch">torch</a>, and this light clearly indicates the impaled creature’s location, even if it turns <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>. Since this light is not a light effect, just the glow of a conjured javelin, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> spells always suppress it, even if they are lower level.</p>


name: Holy Shield
level: paladin 2
school: abjuration
casting_time: 1 standard action
range: personal
target: you
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
<p>You gain the ability to magically project the defense of your shield to protect another creature at a distance. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, you designate one target within 30 feet. The target gains your shield’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> until your next turn; you gain no benefit from the shield’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> while using this spell and cannot use any of the shield’s other properties or abilities (such as magical abilities, making a shield bash, or providing <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> with a tower shield). As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, you may move the protection to another target (including yourself); if you move the protection to yourself, you may use any of the shield’s properties or abilities as normal. If the shielded creature exceeds the 30-foot range, your shield’s protection automatically reverts to you. Any circumstance that would make you lose your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> (such as an enemy breaking the shield, you dropping the shield, or you becoming <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>) means the protected creature loses the shield’s benefit.</p>


name: Holy Smite
level: cleric/oracle 4, inquisitor 4
school: evocation [good]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius burst
duration: instantaneous (1 round); see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
<p>You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.</p><p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a>) and causes it to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw reduces damage to half and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> effect.</p><p>The spell deals only half damage to creatures who are neither good nor evil, and they are not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p>


name: Holy Sword
level: paladin 4
school: evocation [good]
casting_time: 1 standard action
components: V, S
range: touch
target: melee weapon touched
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a <i>+5 holy weapon</i> (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a <i><a href="https://www.d20pfsrd.com/magic-circle-against-evil">magic circle against evil</a></i> effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one <i>holy sword</i> at a time.</p><p>If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bless-weapon">bless weapon</a> or any other spell that might modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.</p>


name: Holy Whisper
level: paladin 3
school: evocation [good]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Fortitude negates; see text
spell_resistance: yes
description:
<p>You whisper a single word in the primordial language of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> that is anathema to the minions of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> and strengthens the resolve of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> creatures. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">Evil</a> creatures within the burst must make 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-Sickened">sickened</a> for 1 round/ level. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">Evil</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> subtype, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a>-aligned <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragons</a>, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> in the burst also take 2d8 points of damage if they fail their saves. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">Good</a>-aligned creatures in the burst gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on attack and damage rolls for 1 round. </p>


name: Holy Word
level: cleric/oracle 7, inquisitor 6
school: evocation [good, sonic]
casting_time: 1 standard action
components: V
range: 40 ft.
area: nongood creatures in a 40-ft.-radius spread centered on you
duration: instantaneous
saving_throw: Will partial
spell_resistance: yes
description:
<table border="1" cellpadding="5">
<thead>
<tr>
<th class="source text">HD</th>
<th class="text">Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Equal to caster level</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">Deafened</a></td>
</tr>
<tr>
<td class="text">Up to caster level -1</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">Blinded</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">Deafened</a></td>
</tr>
<tr>
<td class="text">Up to caster level -5</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">Paralyzed</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">Blinded</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">Deafened</a></td>
</tr>
<tr>
<td class="text">Up to caster level -10</td>
<td class="text">Killed, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">Paralyzed</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">Blinded</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">Deafened</a></td>
</tr>
</tbody>
</table><p>Any non-good creature within the area of a <i>holy word</i> spell suffers the following ill effects.</p><p>The effects are cumulative and concurrent. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.</p><div style="margin-left:40px">
<p><i>Deafened</i>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> for 1d4 rounds. Save negates.</p>
<p><i>Blinded</i>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 2d4 rounds. Save reduces the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> effect to 1d4 rounds.</p>
<p><i>Paralyzed</i>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> and helpless for 1d10 minutes. Save reduces the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> effect to 1 round.</p>
<p><i>Killed</i>: Living creatures die. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a> creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).</p>
</div><p>Furthermore, if you are on your home plane when you cast this spell, non-good <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Extraplanar">extraplanar</a> creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether or not the creatures hear the <i>holy word</i>. The banishment effect allows a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save (at a -4 penalty) to negate.</p><p>Creatures whose HD exceed your caster level are unaffected by <i>holy word</i>.</p>


name: Homeward Bound
level: cleric 3, sorcerer/wizard 4
school: abjuration
casting_time: 1 minute
components: V, S
range: touch
target: one willing extraplanar creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dismissal">dismissal</a>, except as noted above.</p>


name: Honeyed Tongue
level: bard 2, inquisitor 2, paladin 1
school: transmutation
casting_time: 1 standard action
components: V, M/DF (a drop of honey)
range: personal
duration: 10 minutes/level
description:
<p>This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> check to change a creature’s attitude, taking the highest roll. </p><p>If this results in a roll low enough to reduce the creature’s attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> check to gather information, gaining a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on the check. </p>


name: Hoodwink
level: arcanist 2, bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, skald 2, sorcerer/wizard 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (small piece of black cloth)
range: close (25 ft. + 5 ft./2 levels)
target: up to one creature/level, no two of which can be more than 30 ft. apart
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You befuddle the targets’ senses, preventing the targets from clearly perceiving their surroundings. Instead, hoodwinked creatures see only the roughest shapes and details and hear only muffled noises. However, targets can clearly hear verbal communication from the spell’s caster. This spell does not impart understanding of the caster’s language if the creature can’t already understand it. Other than to hear the caster speak, targets automatically fail <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks with DCs greater than 5, and they are too disoriented by the spell to accurately remember the path they took while under its effects.</p><p>While under the effects of this spell, targets without the help of a guide move at half speed, and any attacks they make are treated as though the creature they are attacking had <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>.</p><p>Moving faster than half speed requires targets to succeed at a DC 10 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check. Those that fail this check fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. If the target is attacked or physically harmed by any creature other than another target of hoodwink, the spell’s effect ends immediately for that target only.</p>


name: Horn of Pursuit
level: bard 1, inquisitor 1, paladin 1, ranger 1
school: evocation [sonic]
casting_time: 1 standard action
range: personal
effect: 3 peals of a horn
duration: 1 round
saving_throw: none
spell_resistance: no
description:
<p>You create the sound of a large hunting horn, blowing up to three notes as loud as a roaring <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a>. These notes can be heard up to 2 miles away in typical outdoor conditions. You can make these sounds at any point during the spell’s duration as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>, and each sounding can be short or long, allowing you to send very simple coded messages.</p>


name: Horrid Wilting
level: sorcerer/wizard 8, shaman 8, witch 8
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (a bit of sponge)
range: long (400 ft. + 40 ft./level)
duration: instantaneous
saving_throw: Fortitude half
spell_resistance: yes
description:
<p>This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">water elementals</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).</p>


name: Horrific Doubles
level: bard 4, bloodrager 4, medium 3, mesmerist 4, psychic 4, sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>You create several illusory doubles of yourself, where you and each image all seem slightly off or wrong in appearance. Treat this spell as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/m/mirror-image">mirror image</a>, except as noted.</p><p>Each creature that can see the doubles 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-Shaken">shaken</a> for as long as it can see any of the doubles. A successful saving throw negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> condition and renders the creature immune to the further effects of this spell (beyond the usual effects of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/m/mirror-image">mirror image</a>). In addition, the first time a creature that failed its initial saving throw destroys one of the images, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or its perception of the double shifts at the last second. The double takes on the face of the attacker, the face of a loved one, or some other equally disturbing image, causing the attacker to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> for 1 round and take 1d3 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a> from the traumatic shock. Both additional effects are <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> fear effects, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> applies against them.</p><p>If your campaign uses the sanity system, a creature takes 1d8 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: Horrifying Visage
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a live spider )
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
bard 3, cleric 3, inquisitor 3, magus 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
<p>You channel residual feelings of terror into the minds of creatures within the area, causing those fears to manifest when confronted with a specific object. All creatures in the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or acquire a phobia for the spell’s duration. You choose one kind of creature, object, or image within the area of the spell when it is cast that triggers the phobia. The kind of creature, object, or image that triggers the phobia must be named specifically. A creature type or subtype is not specific enough.</p><p>The phobia can be cured using traditional methods of treating insanity, and spells or effects that prevent possession or mind control suppress the phobia for their duration. Each time the phobia is triggered in an affected creature, the spell’s <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>-like manifestation occurs during that round.</p><p class="divider">HAUNT STATISTICS</p><p><b>Notice</b> <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC 25 (to hear a distant cry of fright, or see a horrified ghostly face appear over a victim’s face); <b>hp</b> 2 hp/level; <b>Trigger</b> proximity; <b>Reset</b> none</p>


name: Hostile Juxtaposition
level: sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (a coin)
range: close (25 ft. + 5 ft./2 levels)
target: one creature of your size or smaller
duration: 1 round/level or until discharged
saving_throw: Will negates
spell_resistance: yes
description:
<p>You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to you, you can spend an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> to cause yourself and the target creature to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/t/teleport">teleport</a> and switch places. The target then becomes the target of the triggering attack or spell instead of you. If you fail to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/t/teleport">teleport</a> out of the area of an effect, that effect might still affect you. If the target creature cannot fit safely into the new space without squeezing, or you try to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/t/teleport">teleport</a> the target into an occupied space or a space it could not normally stand within, the juxtaposition fails. Further, if the target is <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> when you attempt to switch places, the juxtaposition fails. Once you have used it to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/t/teleport">teleport</a> once, this spell is discharged.</p>


name: Hostile Levitation
school: transmutation
casting_time: 1 standard action
components: V, S, M (a leather loop studded with lodestones)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
level:
bloodrager 3, medium 2, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
<p>You levitate the target a few inches off the ground, removing solid footing and halving the target’s speed. The target also takes a –4 penalty to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Drag">drag</a>, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reposition">reposition</a> attempts. A targeted creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, the second –2, and so on, to a maximum penalty of –5. A <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> spent stabilizing allows the creature to begin again at –1. This spell fails if cast on a flying creature.</p>


name: Howling Agony
level: bloodrager 3, inquisitor 2, mesmerist 2, psychic 2, sorcerer/ wizard 3, spiritualist 3, witch 3
school: necromancy [death, pain]
casting_time: 1 standard action
components: V, S, M (a needle and a dried eyeball)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You send wracking pains through the targets’ bodies. Because of the pain, affected creatures take a –2 penalty to AC, attacks, melee damage rolls, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throws, and must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC equal to the DC of this spell) to cast spells. However, if an affected creature spends a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> screaming as loudly as possible, it can act without any other penalties for the remainder of its turn. “Screaming,” for the purposes of this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell.</p>


name: Human Potential
level: alchemist 2, bard 2, medium 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a human hair)
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>The target chooses one ability score and gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to that ability score. The bonus confers the usual benefit to skills and abilities based on the ability enhanced, but does not affect bonus spells or skill ranks.</p><div style="margin-left:20px">


name: Hunger for Flesh
level: antipaladin 3, cleric 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, witch 4
school: necromancy [evil, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a ghoul fang)
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid , magical beast , or monstrous humanoid
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>Your target’s belly distends and its front teeth grow longer and sharper. The creature ravenously craves the flesh of its own kind, gaining the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition as hunger pangs rack its altered body. The target gains a bite attack as a primary <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a> that deals damage appropriate for its size (1d6 if Medium, 1d4 if Small). There’s a 25% chance on each of the creature’s turns that it can’t overcome its hunger. If so, it must move directly toward the nearest corporeal creature of its type and subtype (if applicable) and make a bite attack against it. If the target lacks enough actions to attack on that turn, it moves as close to the creature as it can, but on its next turn, if the percentile dice indicate it overcomes its hunger, the target is not forced to pursue or attack further.</p><p>On any round after the target deals damage to another creature of its own type and subtype (if applicable) with its bite attack, the target loses the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition. If it doesn’t continue dealing bite damage to applicable creatures, the target regains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition at the beginning of its next turn.</p><div style="margin-left:20px">


name: Hungry Darkness
level: sorcerer/wizard 7
school: evocation [darkness, force]
casting_time: 1 standard action
components: V, S, M (a bat’s tooth)
range: close (25 ft. + 5 ft./2 levels)
area: 60-ft.-radius spread
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes (see text)
description:
<p>This spell creates an area of intense blackness, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness">deeper darkness</a>, but filled with unseen chewing teeth and ravenous maws. Any creatures beginning its turn within the <i>hungry darkness</i> is gnawed and slashed by these unseen fangs of force, dealing 3d6 points of force damage and 2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> per round. Once a creature leaves the cloud, it continues to take 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage each round until it receives magical healing or enters an area of bright light. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">Spell Resistance</a> can prevent damage from the <i>hungry darkness</i> but not against the darkness it creates.</p>


name: Hungry Earth
level: druid 5, sorcerer/wizard 5, witch 5
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-foot-radius spread
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p class="description">The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals.</p><p>Immediately, and at the beginning of each of your turns, every creature touching the ground within the area of the spell is the target of a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>. Creatures that enter the area of effect are also automatically attacked. The ground does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. The earth’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> is equal to 5 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> for the purpose of this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check.</p><p>Attempt the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check only once each round and apply the result to all creatures in the area of effect.</p><p>Each time the ground succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> a foe, it drags the creature farther down, eventually forcing the creature below its surface. With the first successful check, the target gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition. Grappled opponents can’t move without first breaking the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> (doing so requires a successful DC 20 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> or <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check). The ground receives a +5 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> opponents it is already <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a>. After the second successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check, the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> creature is pulled to the ground and becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. On the third successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check, the creature is fully buried and must hold its breath or begin suffocating.</p><p>A buried creature can’t attempt to escape unless the effect ends or it breaks the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>. The DC to escape the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> increases to 25 for a creature that has been pulled beneath the earth.</p>


name: Hungry Pit
level: sorcerer/wizard 5, summoner/unchained summoner 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (miniature shovel costing 10 gp)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
duration: 1 round + 1 round/level
saving_throw: Reflex negates Reflex half; see text
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/c/create-pit" target="_blank"><i>create pit</i></a>, except that the pit has the ability to squeeze and crush any creature trapped within it and has a maximum depth of 100 feet. Creatures who fall into the hole take falling damage as normal. In addition, anyone within the pit, not just those on the bottom, takes 4d6 points of bludgeoning damage each round as the pit contracts and then returns to its normal size (a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves this damage). The ever-shifting walls of the pit are quite difficult to scale and have a <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> DC of 35. </p>


name: Hunter’s Blessing
level: cleric/oracle 5, druid 5, inquisitor 5, shaman 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
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 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>When casting this spell, you designate a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types">type or type and subtype of creature</a> (using the <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">ranger’s</a> <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a> categories and a type of terrain (using the list of <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">ranger’s</a> <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-">favored terrain</a> categories).</p><p>Targets of the spell gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/perception">Perception</a>, <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a>, and <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks attempted against creatures of the selected type, and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and damage rolls made against creatures of that type.</p><p>Furthermore, they gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> checks, <a href="https://www.d20pfsrd.com/skills/perception">Perception</a>, <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a>, and <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks while they are in the type of terrain you designate.</p><p>Lastly, when tracking the designated creature type in the chosen terrain, the targets can follow the tracks of such creatures untrained, even if the DC for the task is 11 or higher.</p>


name: Hunter’s Eye
level: inquisitor 3, ranger 2
school: divination
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level
saving_throw: none
spell_resistance: yes
description:
<p>Sharpening your perceptive abilities and tuning them against obfuscating effects, <i>hunter’s eye</i> greatly enhances your senses against the target creature. You gain the ability to perceive the target when it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> as though using the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/see-invisibility">see invisibility</a> spell, and receive a +20 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks to locate the target. </p><p>You ignore <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> provided by fog or mist, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/blur">blur</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/displacement">displacement</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility">invisibility</a>, and similar effects affecting the target, but not <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> provided by darkness. This spell provides no benefits to your allies and no benefits against creatures other than the target. </p>


name: Hunter’s Friend
level: druid 3, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: your animal companion
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p class="description">Your animal companion works in perfect harmony with your mastery of nature.</p><p>You share one of the following class abilities with your companion for every 4 caster levels you possess: <a href="https://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogue-talents/camouflage-ex">camouflage</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-">favored terrain</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogue-advanced-talents/hide-in-plain-sight-ex">hide in plain sight</a>, resist nature’s lure, swift tracker, <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Trackless-Step-Ex-">trackless step</a>, venom immunity, and <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Woodland-Stride-Ex-">woodland stride</a>. You must have the ability in question to share it with your companion, and it functions for your companion just as it functions for you, save that each <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-">favored terrain</a> you share counts as a separate class ability for the purpose of this spell.</p><p>At the GM’s discretion, you may instead share an ability granted by an archetype that substitutes for one of the above abilities, such as the arctic endurance, arctic native, icewalking, and snowcaster abilities of an arctic <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a>.</p>


name: Hunter’s Howl
level: ranger 1
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: 20 ft.
area: 20-ft.-radius burst
duration: 1 round/level
saving_throw: Will negates
spell_resistance: none
description:
<p>With a single primal howl, you strike fear in your opponents. Until the end of the spell’s duration, you treat those affected by it as if they were your favored enemy, gaining a +2 bonus on weapon attack and damage rolls against them, and a +2 bonus on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a>, <a href="https://www.d20pfsrd.com/skills/perception">Perception</a>, <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a>, and <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks against them. If an affected creature is already one of your favored enemies, it is shaken instead. This is a mind-affecting fear effect.</p>


name: Hunter’s Lore
level: inquisitor 2, ranger 2
school: divination
casting_time: 1 standard action
components: V, S, M (a scrap of paper torn from a book about monsters)
range: personal
target: you
duration: 1 minute/level
description:
<p><a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">Inquisitors</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">rangers</a> alike learned long ago that knowledge of an enemy grants power over that enemy. This spell was created so that almost any enemy could have its vulnerabilities known and exploited.</p><p>For the duration of this spell you may spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> to take 20 on any <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill checks made to identify a foe’s weaknesses, provided the foe in question is within line of sight and provided that you have at least one rank in that particular <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill. This spell allows you to make untrained <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks to determine a monster’s weaknesses as if you had ranks in that skill, but you cannot take 20 on these checks.</p>


name: Huntmaster’s Spear
school: transmutation
casting_time: 10 minutes
components: V, S, M/DF (see text)
range: touch
target: non-magical spear touched
duration: 24 hours or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
level:
antipaladin 1, bloodrager 2, druid 2, hunter 1, inquisitor 2, magus 2, occultist 2, paladin 1, ranger 1, shaman 2

description:
<p>Choose one creature type (and subtype, if applicable) from the <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">ranger’s</a> <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a> list. When you cast this spell, the targeted spear hums with destructive energy and functions as a +1 spear against creatures of the selected type.</p><p>You can discharge this spell in order to make an especially powerful attack with the spear. The spear’s critical range becomes 18–20 and its critical multiplier becomes ×3. If you make this attack as part of a charge action, you gain an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> of +30 feet to your base speed while performing the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a>. If you throw the spear as part of this attack, its range increment increases to 80 feet. If you cast this spell on a masterwork spear, it also gains the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bane">bane</a> special ability against the selected creature type and automatically bypasses any <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> (except <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/—) regardless of the creature’s type. After resolving the attack, the spear is completely destroyed in a burst of energy.</p><p>Any creature other than you treats the spear as a normal weapon of its type. You can have only one huntmaster’s spear in effect at a time. If you cast the spell again, any previous instance of the spell immediately ends. If you expend a monster trophy of the type selected as an optional material component for this spell, you reduce the <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> to 1 round.</p>


name: Hurricane Blast
level: druid 3, sorcerer/wizard 4
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: personal
target: you
area: 5-ft.-radius burst/2 levels (maximum 25-ft.-radius burst)
duration: 1 round
saving_throw: Reflex negates
spell_resistance: no
description:
<p>This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in the burst. </p><ul>
<li> <p>A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. </p> </li>
<li> <p>Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.</p> </li>
<li> <p>Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.</p> </li>
<li> <p>Large or larger creatures may move normally within a hurricane blast effect.</p> </li>
</ul><p>Hurricane blast can’t move a creature beyond the limit of its range. Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a hurricane blast. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.</p><p>In addition to the effects noted, a hurricane blast can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, and blow gases or vapors to the edge of its range.</p>


name: Hydraulic Push
level: bloodrager 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1
school: evocation [water]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You call forth a quick blast of water that knocks over and soaks one creature or square. You can use this blast of water to make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> against any one creature or object. Your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> for this bull rush is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> plus your <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>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier, whichever is highest. This bull rush does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>. <i>Hydraulic push</i> extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected. </p>


name: Hydraulic Torrent
level: bloodrager 3, druid 3, magus 3, sorcerer/wizard 3
school: evocation [water]
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: 60-ft. line
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You call forth a powerful stream of water that batters all creatures and obstacles in its path until it strikes something it cannot push past. Against creatures and movable objects this stream acts as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>. You can bull rush creatures of any size, not just those one size larger than your own. Make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check and apply its results to each creature within the area. Your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> for this bull rush is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> plus your <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>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier, whichever is highest. This bull rush does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>. </p><p>Against immovable objects this stream instead allows you to make a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check to destroy the target. When attempting to break an object, the stream has an effective Strength equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> plus the ability score modifier as above. The Break DC depends on the object you’re trying to break (see <a href="https://www.d20pfsrd.com/equipment/damaging-objects">Damaging Objects</a> for sample Break DCs for various objects.)</p><p><i>Hydraulic torrent</i> extinguishes any normal fires it encounters along its path. Magical fires are unaffected. </p>


name: Hydrophobia
level: bard 2, cleric 3, druid 3, sorcerer/wizard 3, witch 3
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft.-radius burst
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>Targets in the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or become deathly afraid of drowning. If the target is swimming or otherwise submerged in water, it must spend all of its efforts attempting to escape from the water. As long as an affected target remains in water, it takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> each round as it thrashes about and swallows water. Even out of water, targets cannot imbibe <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a> or willingly interact with any fluids for the duration of this spell.</p>


name: Hymn of Mercy
level: bard 5, cleric 5
school: enchantment (compulsion) [good, mind-affecting]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: 30-ft.-radius burst centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/touch-of-mercy">touch of mercy</a>, except as noted above.</p>


name: Hymn of Peace
level: bard 6, cleric 7
school: abjuration [good]
casting_time: 1 standard action
components: V, S
range: 40 ft.
area: 40-ft.-radius burst centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>Each time a subject of this spell attempts to attack another creature or object, or otherwise perform an aggressive or damaging action toward a creature or object, it must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If the save succeeds, the subject can attack normally. If the save fails, the subject cannot follow through with the attack and loses that part of its action. Creatures not taking violent actions are unaffected by this spell.</p>


name: Hypercognition
level: alchemist 3, bard 3, medium 2, psychic 2, sorcerer/wizard 4
school: divination
casting_time: 1 standard action
components: V
range: personal Target you
duration: see text
description:
<p>You rapidly catalog and collate all available data on a person, place, thing, or event, calling to mind scraps of memory and assembling clues in a logical and systematic order.</p><p>Immediately after casting the spell, you can begin spending the necessary time to perform an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> check, a <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> check to detect a forgery or decipher a hidden message, or a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check. If the check requires at least 3 rounds, you can perform it five times as quickly (minimum 1 round). If the check required fewer than 3 rounds, you can perform it instantly. Either way, you gain an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on the check equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum bonus +10), but this bonus can’t raise your result above what you could have achieved on a natural 20.</p>


name: Hypnotic Pattern
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V (bard only), S, M (a stick of incense or a crystal rod); see text
range: medium (100 ft. + 10 ft./level)
effect: colorful lights in a 10-ft.-radius spread
duration: Concentration + 2 rounds
saving_throw: Will negates
spell_resistance: yes
description:
<p>A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> of creatures affected. 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. Affected creatures become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> by the pattern of colors. Sightless creatures are not affected.</p><p>A <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a> need not utter a sound to cast this spell, but a <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bard</a> must perform as a verbal component.</p>


name: Hypnotism
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: several living creatures, no two of which may be more than 30 ft. apart
duration: 2d4 rounds (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>Your gestures and droning incantation <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinate</a> nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a>.</p><p>If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of -2.</p><p>While the subject is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.</p><p>A creature that fails its saving throw does not remember that you enspelled it.</p>


name: Ice Armor
level: cleric/oracle 1, druid 1
school: transmutation [cold, water]
casting_time: 1 minute
components: V, S, F (5 gallons of water)
range: 0 ft.; see text
effect: a suit of armor made of ice
duration: 1 hour/level or until destroyed
saving_throw: none
spell_resistance: no
description:
<p>You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing (though it can hasten the effects of exposure in cold environments). It offers the same protection as a breastplate, except it has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 0 and 30 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. If the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer (who may be you); otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor bonus</a> by 1 for every 5 points of fire damage the wearer takes; when the armor’s bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice is slightly buoyant, the wearer gains 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/skills/swim">Swim</a> checks, except when swimming downward. Druids can wear ice armor without penalty.</p>


name: Ice Body
level: shaman 7, sorcerer/wizard 7, witch 7
school: transmutation [cold]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>Your form transmutes into living ice, granting you several abilities. You gain the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Cold">cold</a> subtype and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 5/magic. You are immune to ability score damage, blindness, critical hits, deafness, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>, drowning, electricity, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can’t use <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a>) or play wind instruments.</p><p>Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters) plus 1 point of cold damage, and you are considered armed when making unarmed attacks. You may <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> through nonmagical ice or snow at your base speed as easily as a fish swims through water. You can move through magical ice and snow if you succeed on a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (1d20 + <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) against a DC of 11 + the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the effect; you automatically succeed on <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> checks against effects that you created. Your passage through snow and ice in this fashion leaves behind no tunnel or hole.</p>


name: Ice Crystal Teleport
level: sorcerer/ wizard 6, summoner 5, unchained summoner 6, witch 6
school: conjuration (teleportation) [cold]
casting_time: 1 standard action
components: V
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1d4 rounds and instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/t/teleport/" style="font-style: italic">teleport</a>, except you use it to teleport yourself or one other creature to a safe location you specify (the target can bring along objects as long as their weight doesn’t exceed the target’s heavy load). You can only send the target to a location with which you are very familiar. The target is first trapped in ice (<a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 0, 3 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per inch of thickness, 1 inch thick per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) for 1d4 rounds, during which time it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, aware but unable to take any physical actions, and begins to fade away as the teleportation aspect takes effect. At the end of the 1d4 rounds, the target teleports to the specified location, and the ice’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> drop to 0 and it quickly melts away. If the ice is destroyed before the target teleports, the spell ends and the teleport doesn’t occur.</p>


name: Ice Slick
level: druid 2, magus 2, ranger 2, sorcerer/wizard 2, witch 2
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-radius burst
duration: instantaneous (see text)
saving_throw: Reflex partial (see text)
spell_resistance: see text
description:
<p class="description">You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.</p><p>Any creature in the area when the spell is cast takes 1d6 points of cold damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10) and falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>; creatures that succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save take half damage and don’t fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. Spell resistance applies to this initial effect.</p><p>A creature can walk within or through the area of ice at half its normal speed with a successful DC 10 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check. Failure by 4 or less means the creature can’t move that round (and must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or fall); failure by 5 or more means it falls (see the <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> skill). Creatures that do not move on their turn do not need to attempt this check.</p><p>A 5-foot square of ice has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 0 and 3 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. The ice is an instantaneous effect, but persists as non-magical ice. Under temperate conditions, the ice lasts 1 minute per level. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely.</p>


name: Ice Spears
level: druid 3, sorcerer/wizard 3, witch 3
school: conjuration [cold]
casting_time: 1 standard action
components: V, S, M (a small stalagmite-shaped crystal)
range: close (25 ft. + 5ft./2 levels)
effect: 1 ice spear/4 levels
duration: instantaneous
saving_throw: Reflex half and see below
spell_resistance: no
description:
<p>Upon casting this spell, one or more giant spears of ice lance up out of the ground. Each stalagmite-like icicle affects a 5-foot square and tapers to a height of 10 feet. You may cause a number of ice spears equal to one spear for every four caster levels you possess to burst from the ground. A creature that occupies a square from which a spear extends (or that is within 10 feet of the ground below) takes 2d6 points of piercing damage and 2d6 points of cold damage per square—creatures that take up more than one square can be hit by multiple spears if the caster is high enough level. The explosive growth can also <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> foes. When the spears erupt from the ground, they make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check against any targets that take damage from the spears, with a total bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> plus your <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>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> check. If the check succeeds, the ice spears knock the foe <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves the damage and prevents the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> attempt.</p><p>If you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a –2 penalty and the spell gains a +4 bonus on its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a>. An ice spear has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 5 and 30 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>.</p>


name: Ice Storm
level: bloodrager 4, druid 4, magus 4, shaman 4, sorcerer/wizard 4, witch 4
school: evocation [cold]
casting_time: 1 standard action
components: V, S, M/DF (dust and water)
range: long (400 ft. + 40 ft./level)
area: cylinder (20-ft. radius, 40 ft. high)
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 penalty on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill checks and the entire area is treated as difficult terrain. At the end of the duration, the snow and hail disappear, leaving no after-effects (other than the damage dealt).</p>


name: Icicle Dagger
level: bloodrager 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: conjuration (creation) [cold]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: one icicle
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Frost">frost</a> dagger. At 11th level, it gains the <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Returning">returning</a> property when thrown, melting away and reforming in your hand just before your next turn.</p>


name: Icy Prison
level: sorcerer/wizard 5
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 minute/level; see text
saving_throw: Reflex partial
spell_resistance: yes
description:
<p>You trap the target in solid ice 1 inch thick per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If the creature fails its save, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> each round it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> in the ice. The ice has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 0 and 3 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check (DC 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>).</p><div style="margin-left: 40px"><a name="mass"></a>


name: Id Insinuation I
level: psychic 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: concentration + 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>By invading the mind of a creature with your psychic presence, You can isolate parts of its mind, preventing the target from functioning in a coherent manner. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> as long as you concentrate on it plus 1 additional round. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save negates this effect.</p><div style="margin-left: 20px">


name: Identifier’s Eye
level: alchemist 2, bard 2, sorcerer/wizard 2, summoner 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S, M (a wine -stained pearl)
range: touch
target: creature touched
duration: 3 rounds + 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell infuses a spark of magical energy into the veins of the target, allowing it to feel the presence of magic the way one might feel the thrum of vibrations in the air. For the spell’s duration, the target gains the benefits of the spell <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic" style="font-style: italic">detect magic</a> and also gains a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> checks to identify the properties and command words of magic items.</p><p>Further, the target can attempt such checks untrained while under the effects of this spell. This ability does not allow the target to identify artifacts.</p>


name: Identify
level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M (wine stirred with an owl’s feather)
range: 60 ft.
area: cone-shaped emanation
duration: 3 rounds/level (D)
saving_throw: : none
spell_resistance: : no
description:
<div>
<div style="width: 550px"> </div>
</div><p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/"><i>detect magic</i></a>, except that it gives you a +10 enhancement bonus on <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.</p>


name: Ignoble Form
level: alchemist 2, antipaladin 2, bard 2, druid 3, medium 2, ranger 2, sorcerer/ wizard 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a half-elf ear)
range: touch
target: one drow
duration: 24 hours
saving_throw: Fort negates (harmless)
spell_resistance: no
description:
<p>The target takes on the form of a <a href="https://www.d20pfsrd.com/races/core-races/half-elf">half-elf</a> from the surface world. Its skin, hair, and eyes change to match a specific <a href="https://www.d20pfsrd.com/races/core-races/human">human</a> ethnicity. You can even change the target’s facial features or produce light facial hair or stubble. The target loses its <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Blindness-Ex-">light blindness</a>, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a> traits, if it normally has them. The target gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>; a +3 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Racial-Bonus">racial bonus</a> on a single <a href="https://www.d20pfsrd.com/skills/craft">Craft</a>, <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a>, <a href="https://www.d20pfsrd.com/skills/perform">Perform</a>, or <a href="https://www.d20pfsrd.com/skills/profession">Profession</a> skill of its choice; and both a +4 bonus on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks and a +10 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks to pass itself off as a <a href="https://www.d20pfsrd.com/races/core-races/half-elf">half-elf</a>.</p>


name: Ill Omen
level: psychic 1,witch 1, mesmerist 1
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S, M (hair from a black cat)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: yes
description:
<p>You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).</p><p>A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check to identify the spell as it is cast) can negate one reroll by spending a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to utter a brief prayer or good luck charm to appease the spirits of ill fortune.</p>


name: Illusion of Calm
level: alchemist 1, magus 1, psychic 1, sorcerer/wizard 1
school: illusion (figment)
casting_time: 1 standard action
range: personal
target: you
duration: 1 minute/level
saving_throw: Will disbelieve (on hit; see below)
spell_resistance: no
description:
<p>When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. It does not hide ranged attacks made with any type of projectile weapon.</p><p>When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a successful saving throw, it successfully disbelieves and the spell’s effect ends for that creature.</p>


name: Illusion of Treachery
level: antipaladin 3, magus 4, mesmerist 3, occultist 4, psychic 4, sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 standard action
components: S, F (a tiny marionette)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will disbelief
spell_resistance: yes
description:
<p>You create an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> that takes the same space as a foe and mimics its movements perfectly. Whenever you cast a spell or throw a weapon, the illusion ceases mimicking the target’s actions just long enough to make it look like the target cast the spell or threw the weapon simultaneously with you, such that witnesses who can see both you and the target can’t tell with certainty who truly cast the spell or threw the weapon. Witnesses who can see only the target see it as the only apparent source.</p><p>The subject of this spell doesn’t provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> from these illusory actions. Each target of the attack or spell counts as interacting with the illusion and thus receives a save to disbelieve.</p><div style="margin-left:20px">


name: Illusory Crowd
level: bard 1, shaman 1, witch 1
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M (a shirt button)
range: medium (100 ft. + 10 ft./level)
effect: one 10-ft. cube of illusory people
duration: 1 minute/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>This spell creates an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> of a stationary group of people milling about. They can be of any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> race or ethnicity you are familiar with, and they speak a language of your choice that you know. To anyone not paying close attention, their conversations sound perfectly normal but are in fact repetitive and essentially meaningless. The crowd appears to be a group of typical citizens, and cannot duplicate any specific group, guild, or military squad.</p><p>The crowd affects movement and provides <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> like a real crowd, but anyone who disbelieves the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> can move and attack through the crowd without impediment. Each round a creature enters or makes an attack through a crowd-filled square, it can attempt a save to disbelieve the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>. Similarly, any creature that spends a round listening to or talking to the crowd can attempt a save to disbelieve the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>. If the group is placed in any terrain other than urban, each creature attempting a save to disbelieve the spell gains a +5 bonus on the save.</p>


name: Illusory Hoard
level: bard 4, sorcerer/wizard 5
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: S, M (an item from the hoard, see below)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates (and see below)
spell_resistance: yes
description:
<p>This spell forces the target to believe that nothing in its hoard is missing or has been disturbed.</p><p>This spell fools all the senses, convincing the target that its hoard feels and behaves as it should. Only if the target tries to use an item from this illusory hoard for some other purpose does it receive another saving throw to disbelieve the effects of the spell (a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> trying to use an illusory <a class="spell" href="https://www.d20pfsrd.com/magic-items/wands">wand</a> or a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> trying to unlock a door with an illusory key). For the purposes of this spell, a hoard is any amount of treasure that is too big to be carried by the treasure’s owner without magical tools such as bags of holding or portable holes, such as a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon’s</a> hoard, a king’s treasury, a merchant’s strongbox, or a thief’s hidden cache.</p><p>The material component is any item worth 10 gp or more taken from the original hoard. This item is consumed by the spell.</p>


name: Illusory Maze
level: bard 2, sorcerer/wizard 2, witch 2
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius spread
duration: 1 round/level
saving_throw: Will disbelief (if interacted with)
spell_resistance: yes
description:
<p>This spell creates the illusion of a translucent, ever-changing maze of glass in the target area. Creatures in the area who believe the maze to be real cannot move more than 5 feet continuously in any one direction and can’t move diagonally, forcing them to take a circuitous route to their destination.</p>


name: Illusory Poison
level: sorcerer/wizard 3
school: illusion (phantasm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: weapon touched
effect: 1d3 Str damage
duration: 1 minute/level or until discharged (see text)
saving_throw: Will disbelief, then Fortitude (see text)
description:
<p>You create a phantasm of an oily green phantasmal poison on the target weapon.</p><p>The first creature hit by the poisoned weapon must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save against the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> spell; success means the spell has no effect and is expended from the weapon. If the creature fails its save, it believes it has been poisoned and must make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves at the spell’s DC to avoid suffering illusory poison damage. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/delay-poison"><i>Delay poison</i></a> allows the target to ignore the effects of the phantasmal poison until the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/delay-poison"><i>delay poison</i></a> spell ends, at which time it may make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to realize the poison is illusory and recover all illusory poison damage.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/n/neutralize-poison"><i>Neutralize poison</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/r/restoration"><i>lesser restoration</i></a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/r/restoration"><i>restoration</i></a> immediately recovers all damage from the spell. A successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a> spell ends the effect of the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>, as do spells that penetrate illusions (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/t/true-seeing"><i>true seeing</i></a>). The target automatically recovers all illusory poison damage after 1 hour.</p><div style="margin-left:40px">


name: Illusory Script
level: bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
school: illusion (phantasm) [mind-affecting]
casting_time: 1 minute per page
components: V, S, M (lead-based ink worth 50 gp)
range: touch
target: one touched object weighing no more than 10 lbs.
duration: one day/level (D)
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>You write instructions or other information on parchment, paper, or any suitable writing material. The <i>illusory script</i> appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting can read the writing; it’s unintelligible to any other character<i>.</i></p><p>Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of this note,” and so forth. If successfully dispelled by <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/">dispel magic</a></i>, the <i>illusory script</i> and its secret message disappear. The hidden message can be read by a combination of the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/true-seeing/">true seeing</a></i> spell with the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/read-magic/">read magic</a></i> or <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages/">comprehend languages</a></i> spell.</p>


name: Illusory Wall
level: sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: image 1 ft. by 10 ft. by 10 ft.
duration: permanent
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. Although the caster can see through his <i>illusory wall</i>, other creatures cannot, even if they succeed at their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save (but they do learn that it is not real).</p>


name: Imbue Army Special Ability
level: cleric 9
school: evocation
casting_time: 10 minutes
components: V, S, F (a silver mirror worth 100 gp)
range: 1 hex
target: one army
duration: 1 battle
saving_throw: none or Will negates (harmless)
spell_resistance: yes
description:
<p>You imbue the target with an army special ability possessed by the army’s commander.</p><p>The army is treated as if it consists of units who all possess the chosen special ability. This special ability is in addition to any special abilities the army inherently possessed prior to the casting of the spell.</p>


name: Imbue Hex
level: shaman 5, witch 5
school: evocation
casting_time: 10 minutes
components: V, S, DF or M (a hag’s whisker)
range: touch
target: creature touched; see text
duration: permanent or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>You transfer a single hex you know to the target, and give that target the ability to use the hex. The transferred hex’s variable characteristics function according to your level, not the level of the recipient. Only a creature with <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> scores of at least 9 can receive this effect. To use this hex, the target must be able to speak and move freely. Once it uses the hex, the spell ends (though any effects of the hex still last for the full duration). You can transfer only a hex—not a major or grand hex—with this ability.</p><p>Once you cast imbue hex, you cannot use the transferred hex until the spell is discharged, dispelled, or dismissed.</p>


name: Imbue With Addiction
level: alchemist 2, mesmerist 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a dose of an addictive drug or substance)
range: touch
target: one living creature
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>The target immediately becomes addicted to the drug used as the material component during the casting of the spell. If the target was ever addicted to the drug at any point in the past, it takes a –4 penalty on its saving throw.</p>


name: Imbue with Aura
level: cleric/oracle 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You infuse another creature with your divine aura, causing the target to radiate an aura identical to your own clerical aura. The target’s actual <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> is not changed, but spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-good">detect good</a> detect only the aura, not the creature’s actual <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. For the duration of this spell, effects influenced by the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> function according to the imposed aura, not the creature’s actual aura. When the spell ends, the target’s aura returns to normal, and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>-affecting magic affects it according to its actual <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>.</p>


name: Imbue with Elemental Might
level: bloodrager 2, cleric 2, magus 2, shaman 2, sorcerer/wizard 2
school: evocation [see text]
casting_time: 1 standard action
components: V, S
duration: 24 hours or until discharged (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/imbue-with-spell-ability">imbue with spell ability</a>, except you transfer the use of your elemental assault ability to the target. The target must have an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of at least 5 to use the ability. The imbued elemental assault functions exactly like yours, except the ability’s duration is based on the target’s level or <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>. Once you cast this spell, you cannot use your elemental assault ability until the duration of the spell is over.</p>


name: Imbue with Flight
level: sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, M (handful of down)
range: touch Target object touched
duration: 1 hour/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You grant a touched Large or smaller object the ability to fly at a speed of 40 feet with average maneuverability. It can ascend at half speed and descend at double speed. The targeted object flies as you direct it, using your <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> skill for any difficult maneuvers. You must be within close range (25 ft. + 5 ft./2 levels) of the object to direct it, and moving it requires a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. If not directed, the object hovers in place (no <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> check required). The maximum weight of the object and anything carried by it is 500 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10,000 pounds).</p><p><b>Mythic</b>: If you expend one use of mythic power, you double the maximum weight of the object you can imbue with flight. You can expend additional uses of mythic power to increase the maximum size of the object you can imbue with flight. Imbuing a Huge object requires two uses of mythic power, imbuing a Gargantuan object requires four uses, and imbuing a Colossal object requires eight uses. These costs include the expenditure to cast a mythic spell, and count toward doubling the weight limit of the spell.</p><p>Two or more casters can cast this spell in concert to share the mythic power cost. Each caster must expend an additional use of mythic power to cooperate; this does not count toward the other costs or effects of the spell. The group chooses which caster has control of the flight. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, the controlling caster can cede control to another caster involved in the original casting of the spell.</p>


name: Imbue with Spell Ability
level: cleric/oracle 4, shaman 4
school: evocation
casting_time: 10 minutes
components: V, S, DF
range: touch
target: creature touched; see text
duration: permanent until discharged (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<div style="float:right;width:450px">
<table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">HD of Recipient 
    </th><td class="text">Spells Imbued</td>
</tr>
<tr>
<td class="text">2 or lower</td>
<td class="text">One 1st-level spell</td>
</tr>
<tr>
<td class="number">3-4</td>
<td class="text">One or two 1st-level spells</td>
</tr>
<tr>
<td class="text">5 or higher</td>
<td class="text">One or two 1st-level spells and one 2nd-level spell</td>
</tr>
</thead></table>
</div><p>You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this boon. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of <i>imbue with spell ability</i> can’t exceed this limit.</p><p>The transferred spell’s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.</p><p>Once you cast <i>imbue with spell ability</i>, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the <i>imbue with spell ability</i> spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active <i>imbue with spell ability</i> spells, the more recently cast imbued spells are dispelled.</p><p>To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must be able to move freely. To cast a spell with a material component or focus, it must have the materials or focus.</p>


name: Impart Mind
level: cleric 6, magus 5, sorcerer/wizard 6
school: transmutation
casting_time: 2 rounds
components: V, S, M (diamond dust worth at least 1,000 gp)
range: touch
target: permanent nonintelligent magic item touched
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>This spell grants the target magic item temporary intelligence by siphoning off a tiny portion of your own mind to infuse the object. Only permanent magic items may be enhanced by this spell—one-use items and charged items cannot be affected by impart mind. Intelligent magic items cannot be affected by impart mind.</p><p>When you cast <i>impart mind</i> on a magic item, the item gains an <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> score of 10 and gains your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. You have no special control over the item once it becomes intelligent, although since it has your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, personality conflicts with items you wield won’t be a problem. Determine the item’s ego normally, as per the rules on intelligent items in the Core Rulebook.</p><p>An item made intelligent via <i>impart mind</i> communicates via speech and has normal senses to a range of 60 feet. It speaks and reads one language known by you—if you know multiple languages, you may choose which language the item knows.</p><p>When you cast <i>impart mind</i> on an item, roll once on <b>Table: Intelligent Item Powers</b> to randomly determine the item’s power—add your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> to this roll. By expending additional diamond dust in excess of the 1,000 gp worth of material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> required to cast this spell, you can gain further bonuses on the d% roll made to determine the item’s power. Every additional 100 gp in diamond dust you use in excess grants a cumulative +1 bonus to the roll, up to a maximum additional bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If the item gains the ability to cast a spell, determine the spell it can cast randomly from spells you know of the appropriate level. If the item gains ranks in a skill, it gains ranks in a random skill in which you have at least 1 rank.</p><p>If you roll above 100, then you can choose one item power on <b>Table: Intelligent Item Powers</b> to grant the item, and the item gains a special purpose. Roll once on <b>Table: Intelligent Item Purpose</b> and <b>Table: Special Purpose Item Dedicated Powers</b> to determine what the item’s special purpose and dedicated powers are. These d% rolls are not modified by your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or any additional powdered gems you used to cast the spell.</p><p>Once this spell ends, the item reverts to its previous nature—if you cast this spell on the item again, it gains entirely different powers as determined by a new set of rolls.</p><table border="1" cellpadding="5">
<caption style="font-weight: bold">
   Table: Intelligent Item Powers 
 </caption>
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Item Power</th>
<th class="text">Base Price Modifier</th>
<th class="text">Ego Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">01–10</td>
<td class="text">Item can cast a 0-level spell at will</td>
<td class="money number">+1,000 gp</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">11–20</td>
<td class="text">Item can cast a 1st-level spell 3/day</td>
<td class="money number">+1,200 gp</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">21–25</td>
<td class="text">Item can use <a href="https://www.d20pfsrd.com/magic-aura" rel="nofollow">magic aura</a> on itself at will</td>
<td class="money number">+2,000 gp</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">26–35</td>
<td class="text">Item can cast a 2nd-level spell 1/day</td>
<td class="money number">+2,400 gp</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">36–45</td>
<td class="text">Item has 5 ranks in one skill*</td>
<td class="money number">+2,500 gp</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">46–50</td>
<td class="text">Item can sprout limbs and move with a speed of 10 feet</td>
<td class="money number">+5,000 gp</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">51–55</td>
<td class="text">Item can cast a 3rd-level spell 1/day</td>
<td class="money number">+6,000 gp</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">56–60</td>
<td class="text">Item can cast a 2nd-level spell 3/day</td>
<td class="money number">+7,200 gp</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">61–70</td>
<td class="text">Item has 10 ranks in one skill*</td>
<td class="money number">+10,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">71–75</td>
<td class="text">Item can change shape into one other form of the same size</td>
<td class="money number">+10,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">76–80</td>
<td class="text">Item can <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/f/fly" rel="nofollow">fly</a>, as per the spell, at a speed of 30 feet</td>
<td class="money number">+10,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">81–85</td>
<td class="text">Item can cast a 4th-level spell 1/day</td>
<td class="money number">+11,200 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">86–90</td>
<td class="text">Item can <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/t/teleport" rel="nofollow">teleport</a> itself 1/day</td>
<td class="money number">+15,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">91–95</td>
<td class="text">Item can cast a 3rd-level spell 3/day</td>
<td class="money number">+18,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">96–100</td>
<td class="text">Item can cast a 4th-level spell 3/day</td>
<td class="money number">+33,600 gp</td>
<td class="number">+2</td>
</tr>
</tbody>
<tfoot>
<tr>
<td class="text" colspan="4">* Intelligent items can only possess <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#35TOC-Intelligence-Int-" rel="nofollow">Intelligence</a>-, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#35TOC-Wisdom-Wis-" rel="nofollow">Wisdom</a>-, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#35TOC-Charisma-Cha-" rel="nofollow">Charisma</a>-based skills, unless they also possess some form of ability to move.</td>
</tr>
</tfoot>
</table><p><a name="TOC-Table-Intelligent-Item-Purpose"></a></p><table border="1" cellpadding="5">
<caption style="font-weight: bold">
   Table: Intelligent Item Purpose 
 </caption>
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Purpose</th>
<th class="text">Ego Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">01–20</td>
<td class="text">Defeat/slay diametrically opposed alignment*</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">21–30</td>
<td class="text">Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">31–40</td>
<td class="text">Defeat/slay divine spellcasters (including divine entities and servitors)</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">41–50</td>
<td class="text">Defeat/slay non-spellcasters</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">51–55</td>
<td class="text">Defeat/slay a particular creature type (see the bane special ability for choices)</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">56–60</td>
<td class="text">Defeat/slay a particular race or kind of creature</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">61–70</td>
<td class="text">Defend a particular race or kind of creature</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">71–80</td>
<td class="text">Defeat/slay the servants of a specific deity</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">81–90</td>
<td class="text">Defend the servants and interests of a specific deity</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">91–95</td>
<td class="text">Defeat/slay all (other than the item and the wielder)</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">96–100</td>
<td class="text">Choose one</td>
<td class="number">+2</td>
</tr>
</tbody>
<tfoot>
<tr>
<td class="text" colspan="3">* The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).</td>
</tr>
</tfoot>
</table><table border="1" cellpadding="5">
<caption style="font-weight: bold">
   Table: Special Purpose Item Dedicated Powers 
 </caption>
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Dedicated Power</th>
<th class="text">Base Price Modifier</th>
<th class="text">Ego Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">01–20</td>
<td class="text">Item can detect any special purpose foes within 60 feet</td>
<td class="money number">+10,000 gp</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">21–35</td>
<td class="text">Item can use a 4th-level spell at will</td>
<td class="money number">+56,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">36–50</td>
<td class="text">Wielder gets +2 luck bonus on attacks, saves, and checks</td>
<td class="money number">+80,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">51–65</td>
<td class="text">Item can use a 5th-level spell at will</td>
<td class="money number">+90,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">66–80</td>
<td class="text">Item can use a 6th-level spell at will</td>
<td class="money number">+132,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">81–95</td>
<td class="text">Item can use a 7th-level spell at will</td>
<td class="money number">+182,000 gp</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">96–100</td>
<td class="text">Item can use <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/t/true-resurrection" rel="nofollow">true resurrection</a> on wielder, once per month</td>
<td class="money number">+200,000 gp</td>
<td class="number">+2</td>
</tr>
</tbody>
</table>


name: Impede Speech
level: bard 2, sorcerer/wizard 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This minor curse interferes with the target’s ability to speak. On a failed save, the target has diﬃculty stringing words together. Only with great concentration can he communicate intelligibly. Speaking in combat becomes a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move-equivalent action</a> rather than a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. If the target attempts to cast a spell with a verbal component, he has a 50% chance of making an error and losing the spell. Even if he can successfully cast a spell, doing so takes 1 round if the spell’s normal casting time is less than 1 round. If the spell’s casting time is usually 1 round or longer, its casting time doubles (up until the end of <i>impede speech</i>). <i>Impede speech</i> cannot be dispelled, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment">break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a> can end it prematurely.</p>


name: Impenetrable Veil
level: bard 6, mesmerist 6, psychic 9, sorcerer/wizard 9, spiritualist 6, witch 9
school: abjuration
casting_time: 1 standard action
components: V, S, M (dust from the Dimension of Dreams worth 1,250 gp)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You enchant the target so it is nearly impossible to detect by both magical and mundane means, granting it the following benefits. The target gains a bonus on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and can use <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> to hide from all creatures attempting to perceive it, even when it lacks <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a>. It can attempt a <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> check to avoid detection from creatures using <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a>, or any ability that functions as either (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Lifesense-Su-">lifesense</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Tremorsense-Ex-"></a><a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Tremorsense">tremorsense</a>). Furthermore, the target leaves no trail and cannot be tracked unless it chooses to leave a trail. If a creature attempts to discern the target’s presence or location using divination magic (including magic items with a divination aura such as a <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/crystal-ball">crystal ball</a>), that creature must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check with a DC equal to the target’s <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> bonus to discern any information about the target, and on a failed check cannot do so for the spell’s duration.</p>


name: Implant False Reading
level: mesmerist 2, occultist 2, psychic 2
school: illusion (glamer)
casting_time: 1 minute
components: V, S
range: touch
target: object touched
duration: 1 day/level
saving_throw: none; see text
spell_resistance: no
description:
<p>You implant a false psychometric reading into an object, imbuing the item with misleading information that might be learned from the object reading spell or through the psychometry occult skill unlock. This information might fool enemies, create a false history, or pass on secret messages through objects to psychically attuned allies. You can implant any information you wish that could be implanted by the <i>charge object</i> spell, as well as up to one piece of information per 3 levels that could be attained using psychometry or the object reading spell. You can detail this information in any way you see fit, either making up a previous owner and circumstances involving the object from whole cloth, or attempting to emulate the biographical information and fictional accounts of a specific individual’s experience with the object.</p><p>During the spell’s duration, creatures reading the object through the object reading spell or the psychometry occult skill unlock receive this false information in place of an item’s true history if they fail a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw. Creatures that succeed at their saves still detect and receive the false information, but recognize it for what is and are able to discern the fictitious information from the item’s true history without difficulty.</p><p>This spell masks its own magical aura, causing the target to not register as magical to detect spells and similar effects.</p><p>This masking doesn’t conceal any other magical auras on the object, and can be overcome in the same ways as <a class="spell" href="https://www.d20pfsrd.com/magic-aura">magic aura</a>.</p>


name: Implant Urge
level: bard 1, medium 1, mesmerist 1, sorcerer/wizard 1, spiritualist 1, witch 1
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 hour/level
saving_throw: Will partial
spell_resistance: yes
description:
<p>You make the target unconsciously desire a goal you define when you cast this spell. The DC of any <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> check to ask the target to act in a way that it believes will lead it toward that goal decreases by 5. The target takes a –2 penalty on saving throws against <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects that compel it to act in a way that it believes will lead it toward that goal.</p><p>Spells that reveal the target’s goals or thoughts reveal the implanted urge as the target’s most important goal and the target does not register as thinking of anything else as long as it is presented with the focus of its urge or a way to move toward its goal. Anyone studying the target’s thoughts can notice the implanted nature of this urge with a successful <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check.</p>


name: Implanted Projection
level: mesmerist 3, psychic 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: Yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/telempathic-projection/"><i>telempathic projection</i></a>, except its mood-altering effects remain dormant in the target’s mind. Upon casting this spell, the caster designates a command word or phrase, of which the target retains no memory. The next creature to speak the command word or phrase to the target triggers the implanted telempathic projection, treating the speaker as the original spellcaster.</p>


name: Implosion
level: cleric/oracle 9
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one corporeal creature/round
duration: concentration (up to 1 round per 2 levels)
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>This spell causes a destructive resonance in a corporeal creature’s body. Each round you <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentrate</a> (including the first), you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level. If you break <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>, the spell immediately ends, though any implosions that have already happened remain in effect. You can target a particular creature only once with each casting of the spell. <i>Implosion</i> has no effect on creatures in gaseous form or on <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> creatures.</p>


name: Impossible Angles
level: medium 3, mesmerist 4, occultist 4, psychic 5, sorcerer/wizard 5
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M (a melted prism)
range: medium (100 ft. + 10 ft./level)
area: contiguous area up to one 5-foot cube/ caster level (S)
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause the surrounding area to appear to distort. The angles and corners of the area subtly twist and contort, creating unnatural and impossible shapes. Any creature entering the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or become disoriented. Disoriented characters treat the area as difficult terrain and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. In addition, whenever a disoriented creature uses an action to move (including taking a 5-foot step if it can do so in difficult terrain), roll 1d8 to see which direction it moves, in a similar manner to determining where a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon">splash weapon</a> lands on a miss. On a 1, the creature moves in its intended direction, with 2 through 8 rotating around the creature’s starting square in a clockwise direction. Only the creature’s first 5 feet of movement each round are affected in this way—it can move normally for any remaining movement, either from the same action or from later actions, as the creature acclimatizes to the distortion. An affected creature can attempt a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save each round to end the disoriented effect. A creature that leaves the area and re-enters must attempt the saving throw again, even if it succeeded at its initial save.</p>


name: Imprisonment
level: sorcerer/wizard 9
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>When you cast <i>imprisonment</i> and touch a creature, it is entombed in a state of suspended animation (see the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/temporal-stasis">temporal stasis</a> spell) in a small sphere far beneath the surface of the ground. The subject remains there unless a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom">freedom</a> spell is cast at the locale where the imprisonment took place. Magical search by a <i>crystal ball</i>, a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/locate-object">locate object</a> spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/discern-location">discern location</a> does. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a> spell will not free the recipient, but will reveal where it is entombed. If you know the target’s name and some facts about its life, the target takes a -4 penalty on its save.</p>


name: Improve Trap
level: antipaladin 2, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one trap
duration: instantaneous
saving_throw: negates (object)
spell_resistance: yes (object)
description:
<p>When this spell is cast upon a trap, it improves one specific element of the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> chosen at the time of casting. The caster can improve the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> in any of the following ways (each one raises the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap’s</a> CR by +1).</p><ul>
<li>Increase DC of the <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check required to locate the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> by +5.</li>
<li>Increase DC of the <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> check required to disarm trap by +5.</li>
<li>Increase the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap’s</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> or saving throw by +2.</li>
</ul><p>To cast this on a <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a>, you must know that the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> exists and its precise location. A <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> can only have one improvement from this spell at a time. A second casting changes the improvement on the trap, but does not add another improvement.</p>


name: Incendiary Cloud
level: sorcerer/wizard 8, summoner 6
school: conjuration (creation) [fire]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level (D)
saving_throw: : Reflex half, see text
spell_resistance: : no
description:
<p>An <i>incendiary cloud</i> spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud">fog cloud</a> does. In addition, the white-hot embers within the cloud deal 6d6 points of fire damage to everything within the cloud on your turn each round. All targets can make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves each round to take half damage.</p><p>As with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/cloudkill">cloudkill</a> spell, the smoke moves away from you at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder’s spread thereafter.</p><p>As with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud">fog cloud</a>, wind disperses the smoke, and the spell can’t be cast underwater.</p>


name: Incendiary Runes
level: occultist 1, sorcerer/wizard 1 Saving Throw Reflex partial
school: abjuration [fire]
saving_throw: Reflex partial
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/e/explosive-runes">explosive runes</a>, except it creates a small surge of flames rather than an explosion of force. The runes automatically deal 1d6 points of fire damage to any creatures and objects in adjacent squares, and those creatures and objects catch fire unless they succeed at <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves.</p>


name: Incessant Buzzing
level: antipaladin 1, bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M/DF (insect wing)
range: medium (100 ft. +10 ft./level)
effect: 10-ft.-diameter sphere
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You summon an illusory swarm of angry wasps that fills a 10-foot-diameter sphere. You can summon it so that it shares an area with other creatures, and you can move it up to 40 feet each round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. Creatures caught inside the swarm’s area of effect cannot use skills that require patience or <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>. Additionally, spellcasters within the area must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC = 20′ + level of spell to be cast) in order to cast spells. On a failed <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check, the spell is lost. While the buzzing is unpleasant, it is not so loud as to drown out other noises or make communication difficult.</p>


name: Incorporeal Chains
level: psychic 6, spiritualist 5
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one incorporeal creature/level, no two of which can be more than 30 ft. apart
duration: concentration
saving_throw: none
spell_resistance: yes
description:
<p>You summon ghostly chains to bind <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures. The chains’ <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> is 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-Intelligence-Int-">Intelligence</a> modifier. Roll only once for the entire spell effect and apply the result to all targeted <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures.</p><p>If the chains succeed in <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a> an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creature, the creature takes an amount of damage equal to 1d8 + your key spellcasting ability score modifier and gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition. Grappled opponents can’t move without first breaking the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>. The spell prohibits all other movement unless the creature breaks the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> first (although dimensional magic and the like still work as normal). Each round you concentrate, the chains continue <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a> their current targets (though they don’t seek out targets they aren’t currently <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a>). The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> chains receive a +5 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks against opponents the chains are already <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a>, but can’t move foes or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a> foes.</p><p>Each round the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> chains succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check, they deal an additional amount of damage equal to 1d8 + your key spellcasting ability score modifier. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> chains, for the purposes of escaping the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, is equal to 10 + its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a>. If you move out of range of any of the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> creatures, the chains cease <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a> those creatures.</p>


name: Infernal Challenger
level: cleric 3, sorcerer/wizard 3, summoner 3
school: conjuration (calling) [lawful]; see text
casting_time: 1 round
components: V, S, F/DF (an iron badge or medallion)
range: close (25 ft. + 5 ft./2 levels)
effect: one called bearded devil and testing ground; see text
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>This spell summons a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/bearded">bearded devil</a>, causing it to appear where you designate. The area within a 50-foot radius of where the devil appears is ringed with a smoldering, red glow. This area is the testing ground. To successfully cast this spell, no creature other than the devil’s challenger (see below) can be within this area while the spell is being cast.</p><p>On the round it appears, the devil identifies itself (typically by name and with a brief recitation of honors) and states it is prepared to do battle with a sole mortal champion. In the same round, either you or a creature you designate while casting the spell must identify the devil’s challenger. For the duration of the spell, the devil does everything in its power to kill the challenger. You do not control the devil or have any influence over how it conducts itself in battle, but the devil cannot leave the testing ground. Unlike with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a> and similar spells, you cannot dismiss the devil. Rather, the conjured devil remains until any one of the following criteria is met: it is reduced below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or otherwise defeated, its challenger is slain, its challenger leaves the testing ground, or it takes damage from any source other than its challenger. Upon any of these occurrences, the devil vanishes.</p><p>Conjuring a devil is typically an evil act. If cast for any purpose besides the administering of a <a href="https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/e-h/hellknight">Hell Knight</a> test, this spell has the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Evil">evil descriptor</a>.</p>


name: Infernal Healing
level: cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
school: conjuration (healing) [evil]
casting_time: 1 round
components: V, S, M (1 drop of devil blood or 1 dose of unholy water)
range: touch
target: creature touched
duration: 1 minute
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You anoint a wounded creature with devil’s blood or unholy water, giving it <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>.</p>


name: Inflict Critical Wounds
level: cleric/oracle 4, inquisitor 4, shaman 4, witch 5
school: necromancy
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/inflict-light-wounds">inflict light wounds</a></i>, except that you deal 4d8 points of damage + 1 point per caster level (maximum +20).</p><div style="margin-left:40px">
<p><b>Inflict Critical Wounds, Mass</b></p>
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">necromancy</a>; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 8, <a href="https://www.d20pfsrd.com/classes/hybrid-classes/shaman">shaman</a> 8, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 9</p>
<p class="divider">DESCRIPTION</p>
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/inflict-light-wounds">mass inflict light wounds</a></i>, except that it deals 4d8 points of damage + 1 point per caster level (maximum +40).</p>
</div>


name: Inflict Light Wounds
level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
<p>When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).</p><p>Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.</p>


name: Inflict Moderate Wounds
level: antipaladin 3, cleric/oracle 2, inquisitor 2, shaman 2, witch 2
school: necromancy
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/inflict-light-wounds"><i>inflict light wounds</i></a>, except that you deal 2d8 points of damage + 1 point per caster level (maximum +10).</p>


name: Inflict Pain
school: enchantment [mind-affecting, pain]
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; see text
spell_resistance: yes
level:
antipaladin 2, inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 3, spiritualist 2, witch 3

description:
<p>You telepathically wrack the target’s mind and body with agonizing pain that imposes a –4 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, skill checks, and ability checks. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces the duration to 1 round.</p><div style="margin-left:20px">


name: Inflict Serious Wounds
level: antipaladin 4, cleric/oracle 3, inquisitor 3, shaman 3, witch 4
school: necromancy
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/inflict-light-wounds"><i>inflict light wounds</i></a>, except that you deal 3d8 points of damage + 1 point per caster level (maximum +15).</p>


name: Influence Wild Magic
level: bard 2, cleric 2, druid 2, medium 2, mesmerist 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you Effect 20-foot-radius burst of stabilizing magic centered on you
duration: 10 minutes/level
saving_throw: none (harmless)
spell_resistance: no (harmless)
description:
<p>This spell creates an area of stabilizing magical energy that emanates from you. Any creature within this area that fails a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check to cast a spell normally in an area of wild magic rolls twice to determine the wild magic effect and choose its preferred result.</p>


name: Infuse Robot
level: cleric 7, druid 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one robot
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>If the targeted robot fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw, it transforms into a magical <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> made of wood, stone, flesh, or bone. The robot’s statistics and abilities do not change, although it is now a magical <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> rather than a technological one. It loses the robot subtype, but does not lose its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score (if any). You can issue mental commands to the infused robot as long as it stays within range of the spell; issuing commands in this manner is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> for you. When the spell’s duration runs out, the robot transforms back to normal but is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1d4 rounds.</p>


name: Infuse Self
level: alchemist 3, bard 3, bloodrager 3, magus 3, sorcerer/wizard 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 10 minutes/level (D)
description:
<p>When you cast this spell, you assume the form of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Native">native</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> from the following list: <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar">aasimar</a>, aphorite, duskwalker, <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-fetchling">fetchling</a>, ganzi, <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-ifrit">ifrit</a>, <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-oread">oread</a>, shabti, <a href="https://www.d20pfsrd.com/races/other-races/uncommon-races/arg-suli">suli</a>, <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-sylph">sylph</a>, <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling">tiefling</a>, or <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-undine">undine</a>. You gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to one physical ability score of your choice. If the race has resistance to one or more energy types, you gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">energy resistance</a> 5 to your choice of one of those types. If the race gains a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Racial-Bonus">racial bonus</a> on saving throws or skills, you gain those bonuses. If the race has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, you gain those qualities.</p>


name: Inheritor’s Smite
level: cleric/oracle 2, inquisitor 2, paladin 2
school: transmutation
casting_time: 1 swift action
components: V, S, DF
range: personal
target: you
duration: see text
description:
<p>You channel the power of righteousness into your weapon arm, allowing you to strike with great force. Your next melee attack (if made before the end of your next turn) gains a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>. If the attack hits, you may immediately attempt a <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> (with a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check) against the target without provoking an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>; if your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check exceeds the defender’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> by more than 5, you do not need to move with the target to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Push-Ex-">push</a> it back more than 5 feet.</p>


name: Inhibiting Patterns
level: bard 3, psychic 4, sorcerer/wizard 4
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a sprinkle of ground glass)
range: medium (100 ft. + 10 ft./level)
effect: one cylinder (10-ft. radius, 40-ft. high)/3 levels
duration: concentration +1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p class="description">You create one or more vibrant pillars of kaleidoscopic color that rise out from the ground.</p><p>A creature attempting to move through one of the pillars must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Failure means the creature can’t move through the pillar and can’t take any other actions for the duration of its turn that round, but it can attempt to pass through the pillar again in subsequent rounds (attempting another save against the effect). A creature need only succeed at one saving throw to move through all pillars created by this spell.</p><p>A creature standing within the area of a pillar is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> (no save), while a creature making a ranged attack that passes through one or more of the illusory pillars takes a 50% miss chance. A creature can make a melee attack against a target within a pillar at no penalty.</p>


name: Inner Focus
level: adept 2, antipaladin 1, cleric 2, druid 2, inquisitor 2, paladin 1, ranger 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level
saving_throw: none (harmless)
spell_resistance: no
description:
<p>For the duration of this spell, you may ignore any divine focus <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> of your spells, allowing you to cast such spells without holding or revealing your holy or unholy symbol.</p>


name: Innocence
level: bard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 minute/level (D)
description:
<p>You surround yourself with an aura of innocence and trustworthiness. You 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/skills/bluff">Bluff</a> skill checks to convince others of your innocence. They find it difficult to believe you capable of any wrongdoing. This bonus does not apply to other uses of the <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> skill, such as feinting in combat, creating a diversion to hide, or communicating secret messages via innuendo, nor does it apply to any use of the skill to convince anyone of anything other than your complete innocence and blamelessness.</p>


name: Innocuous Shape
level: alchemist 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a handful of dandelion seeds)
range: touch
target: living creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell transforms a creature into a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/medium">Medium</a> or smaller <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> of no more than 1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Die</a>. If you use this spell to cause the target to take on the form of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>, the spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/b/beast-shape">beast shape II</a>. If the form is that of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>, the spell can function as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/a/alter-self">alter self</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/y/youthful-appearance"><i>youthful appearance</i></a>, or both, such that you can transform a creature into a generic, youthful <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> of any type.</p><p>Any creature that interacts with the target of this spell must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw (using the DC of the spell) or view the target in the most innocuous possible light. On a failed saving throw, the creature views all of the target’s actions as inoffensive and no cause for concern unless the target becomes an obvious threat. The creature can otherwise act normally, and feels no compunction to obey or ignore the target; it simply assumes none of the target’s actions are dangerous or malicious unless shown evidence that proves otherwise.</p>


name: Insanity
level: sorcerer/wizard 7, witch 7
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>The affected creature suffers from a continuous <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/c/confusion">confusion</a> effect, as the spell.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/r/remove-curse">Remove curse</a> does not remove <i>insanity</i>. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/r/restoration">Greater restoration</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/h/heal">heal</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/w/wish">wish</a> can restore the creature.</p>


name: Insect Plague
level: cleric/oracle 5, druid 5, shaman 5, summoner 4, unchained summoner 5
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: long (400 ft. + 40 ft./level)
effect: one swarm of wasps per three levels, each of which must be adjacent to at least one other swarm
duration: 1 min./level
saving_throw: none
spell_resistance: no
description:
<p>You summon a number of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/bees-and-wasps/wasp/wasp-swarm">swarms of wasps</a> (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the wasp swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.</p>


name: Insect Scouts
school: divination
casting_time: 1 round
components: S, M (a drop of honey)
range: close (25 ft. + 5 ft./2 levels)
effect: one insect scout/4 levels
duration: 1d6 hours, plus 1 hour/level; see text
saving_throw: none
spell_resistance: no
level:
antipaladin 4, bard 4, druid 2, inquisitor 3, psychic 4, ranger 2, shaman 2, sorcerer/wizard 3, summoner 3, witch 3

description:
<p>This spell summons one or more vermin to investigate a single location or building you can see. Your scouts must spend 1d6 hours investigating the target location, but need no oversight. When done, they return unerringly to you with their findings, traveling up to 1 mile per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have to rejoin their master. Each insect’s size is Fine. Each insect has 1 hit point, AC 20 (+2 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size</a>), a movement speed of 5 feet, a climb speed of 5 feet, and a fly speed of 20 feet (perfect maneuverability). The insects use your saving throw bonuses, have a total <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill bonus equal to 5 + 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and can’t attack. Because of their incredibly small size and magical nature, they can attempt <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks to avoid being noticed even if they lack a source of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>, and they have a total <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> skill bonus equal to 18 + 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Each scout that returns passes along memories of specific structural flaws, defenses, and alarms, granting you the ability to reroll one failed skill check per scout, as long as the skill check involves that specific location’s layout, such as a <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> check to sneak in, a <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> check to silence an alarm, or a <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check to notice a <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a>. If even one scout returns, you also gain a rough understanding of the building’s layout (at least, any portions your scouts could access). All insight (and the associated rerolls) fades 1 hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have after the scouts return. Your insects remember nothing about creatures, and so provide no information about guardians or any conversations they may overhear.</p><div style="width:200px;margin:auto">
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</div>


name: Insect Spies
level: druid 3, ranger 3, sorcerer/wizard 4, summoner 3, witch 4
school: divination
casting_time: 1 round
components: V, S, M (a drop of honey)
range: close (25 ft. + 5 ft./2 levels)
effect: up to one insect spy/4 levels
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> one or more glossy black beetles, which have a measure of intelligence and make for excellent spies. When they are in your presence, the insects obey your mental commands, and you can issue orders to any number of them as a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, provided that you issue the same orders to each one. In order to issue different orders to different insects, you must spend a separate <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> for each set of orders. An insect in physical contact with you can answer simple questions about what it has observed, at a rate of one question per round. It can relate only what it perceived with its senses, and can’t repeat speech. It has difficulty making subjective judgments, and questions that demand such reasoning are unlikely to yield a clear answer.</p><p>For example, an insect is unable to relay someone’s emotional state or determine who among several people it saw might be in charge.</p><p>Each insects’ size is Fine. Each insect has 1 hit point, AC 20 (+2 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size</a>), a movement speed of 5 feet, a climb speed of 5 feet, and a fly speed of 20 feet (perfect maneuverability). The insects use your saving throw bonuses, have a total <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill bonus equal to 5 + 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and can’t make attacks. Due to their incredibly small size and magical nature, they can make <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks to avoid being noticed even if they lack a source of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>, and they have a total <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> skill bonus equal to 18 + 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The insects can even climb onto creatures of Tiny or larger size while using <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a>, possibly riding on those creatures unnoticed. A Tiny creature gains a +16 bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks made to notice one of these insects currently climbing on it. For each size category larger than Tiny the creature being climbed is, this bonus is reduced by 4 (to a minimum of +0 for Huge or larger creatures).</p><p>You also maintain a faint mystical connection with these insects, which allows you to sense where they are. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, you can concentrate on the spell in order to learn the direction and relative distance of each of the insects.</p><div style="margin-left:20px">


name: Inspiring Recovery
level: cleric/oracle 6, hunter 4, inquisitor 6, paladin 4, ranger 4, warpriest 6
school: conjuration (healing) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one target creature and all its allies within 60 feet; see text
duration: instantaneous and 1 minute
saving_throw: Will half (harmless)
spell_resistance: yes (harmless)
description:
<p>You can heal a creature, harm an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, or call upon a very recently <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> creature to fight beyond death’s reach. The target creature regains 1d8 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per 2 caster levels (maximum 10d8).</p><p>This <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> can even bring back to life creatures that have been <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> within the previous 1 round (but they cannot have been <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> for any longer). If you apply this spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> to such a creature and its hit point total is at a negative amount less than its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score, it comes back to life and stabilizes at its new hit point total. If you awaken a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> creature in this way, all allies of that creature within 60 feet who can see it regain consciousness gain a +2 <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-Attack-Roll">attack rolls</a>, damage rolls, and saving throws for 1 minute thereafter, as the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> powers of your deity have imbued them with renewed vigor.</p><p>Creatures killed by death effects cannot be revived this way. This spell deals damage to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures rather than curing them, and it cannot bring them back to life.</p>


