# spell

name: Unhallow
level: cleric/oracle 5, druid 5, inquisitor 5
school: evocation [evil]
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 tied to the area)

description:
<p><i>Unhallow</i> makes a particular site, building, or structure an unholy site. This has three major effects.</p><div style="margin-left: 40px">
<p><b>First</b>, the site or structure is guarded by a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-good/">magic circle against good</a></i> effect.</p>
<p><b>Second</b>, the DC to resist negative channeled energy within the spell’s area of effect gains a +4 sacred bonus and the DC to resist positive energy is reduced by 4. Spell Resistance does not apply to this effect. This provision does not apply to the <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a> version of the spell.</p>
<p><b>Finally</b>, you may choose to fix a single spell effect to the <i>unhallowed</i> site. The spell effect lasts for 1 year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting <i>unhallow</i> again.</p>
</div><p>Spell effects that may be tied to an <i>unhallowed</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-magic">detect magic</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-good">detect good</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/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"><i>zone of truth</i></a>.</p><p>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>unhallow</i> spell (and its associated spell effect) at a time.</p><p><i>Unhallow</i> counters but does not dispel <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/hallow"><i>hallow</i></a>.</p>


name: Unhallowed Blows
level: antipaladin 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
school: transmutation [evil]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of dust from a destroyed undead creature)
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature/level, no two of which can be more than 30 ft. apart
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell empowers the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> or unarmed strikes of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures, granting a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on attack and damage rolls made by the target with its unarmed strikes or attacks with one <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a>. This spell can cause an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a> to deal lethal damage, but in this case, the attack does not gain an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a>.</p><p><em>Unhallowed blows</em> can be made permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/p/permanency" style="font-style: italic;">permanency</a> spell. In this case, the caster must be at least 9th level and must expend 2,500 gp worth of diamond dust as a material component.</p><div style="margin-left: 20px;">


name: Unholy Aura
level: cleric/oracle 8
school: abjuration [evil]
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 malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects:</p><ol>
<li>Each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/p/protection-from-good"><i>protection from good</i></a>, this benefit applies against all attacks, not just against attacks by good creatures.</li>
<li>A warded creature gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> 25 against good spells and spells cast by good creatures.</li>
<li>The abjuration protects the subjects from possession and mental influence, just as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/p/protection-from-good"><i>protection from good</i></a> does.</li>
<li>If a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> negates).</li>
</ol>


name: Unholy Blight
level: cleric/oracle 4, inquisitor 4
school: evocation [evil]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius spread
duration: instantaneous (1d4 rounds); see text
saving_throw: Will partial
spell_resistance: yes
description:
<p>You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.</p><p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a>) and causes it to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d4 rounds. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces damage to half and negates the sickened effect. The effects cannot be negated by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-disease">remove disease</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heal">heal</a>, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a> is effective.</p><p>The spell deals only half damage to creatures who are neither evil nor good, and they are not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. Such a creature can reduce the damage by half again (down to one-quarter) with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p>


name: Unholy Ice
level: cleric/oracle 5
school: transmutation [cold, evil, water]
casting_time: 1 standard action
components: V, S, M (a flask of unholy water or 5 pounds of powdered silver worth 25 gp)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/h/holy-ice"><i>holy ice</i></a>, except it is made of frozen unholy water rather than holy water.</p>


name: Unholy Ice Weapon
school: transmutation [cold, evil, water]
components: V, S, M (a flask of unholy water or 5 pounds of powdered silver worth 25 gp)
level:
cleric 2, inquisitor 2 Components V, S, M (a flask of unholy water or 5 pounds of powdered silver worth 25 gp)

description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/h/holy-ice-weapon"><i>holy ice weapon</i></a>, except the weapon is made of frozen <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">unholy water</a>, and instead deals additional damage to creatures that are susceptible to <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">unholy water</a>.</p>


name: Unholy Sword
level: antipaladin 4
school: evocation [evil]
casting_time: 1 standard action
components: V, S
range: touch
target: melee weapon touched
duration: 1 round/level
spell_resistance: no
description:
<p>This spell allows you to channel the powers of evil into your sword, or any other melee weapon you choose. The weapon acts as a +5 <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Unholy">unholy</a> weapon (+5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a <a class="spell" href="https://www.d20pfsrd.com/magic-circle-against-good">magic circle against good</a> effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Unholy">unholy</a> sword at a time.</p><p>If this spell is cast on a <a class="spell" href="https://www.d20pfsrd.com/magic-weapon">magic weapon</a>, the powers of the spell supersede any that the weapon normally has, rendering the normal <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with any spells that modify the weapon in any way. This spell does not work on artifacts. A masterwork weapon’s bonus to attack does not stack with this spell’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to attack.</p>


name: Unholy Ward
level: antipaladin 3, cleric 4, inquisitor 3, sorcerer/wizard 4
school: abjuration [evil]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell grants you resistance to the holy powers of good-aligned deities and their servants. You resist 10 points of damage from holy sources (divine power damage from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/f/flame-strike">flame strike</a>, additional damage from <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite evil</a>, channeled positive energy, etc.), provided they originate from a good-aligned source or a servant of a good-aligned god. You ignore a maximum of 10 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, at which point the spell ends.</p>


name: Universal Formula
level: alchemist 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (quicksilver and powdered platinum worth 100 gp)
range: personal
duration: instantaneous
description:
<p>As you ingest this extract, it transforms into the appropriate extract for any formula you know of 3rd level or lower and takes effect immediately. If the chosen formula has an expensive material component, it must be provided along with the component for this formula. You may not create an infused extract with this formula.</p>


name: Unlife Current
level: antipaladin 3, cleric 3, druid 3, hunter 3, oracle 3, ranger 3, shaman 3, warpriest 3
school: conjuration (healing) [water]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: current or portion of current up to 20 feet wide and 100 feet long
duration: 1 round
saving_throw: Will half
spell_resistance: yes
description:
<p>This functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/life-current-2/"><i>life current</i></a> except you infuse the current with negative energy, so it heals <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> and harms living creatures.</p>


name: Unliving Rage
level: mesmerist 2, cleric 2, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/r/rage">rage</a>, except it affects only <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures and bolsters them with necromantic energy rather than emotion. Each affected creature gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane 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-Charisma-Cha-">Charisma</a>, a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves, and a –2 penalty to AC. The effect is otherwise identical to a <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian">barbarian’s</a> <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a>.</p>


name: Unnatural Lust
level: bard 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>Your target is filled with lust and desire for a single creature or object as designated by you at the time of casting. That creature or object must be within the spell’s range and perceivable by the target of the spell. The target is filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it receives a +4 bonus on its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a>.</p>


name: Unprepared Combatant
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target takes a –4 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> checks and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves.</p>


name: Unravel Destiny
level: cleric/oracle 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, DF
range: short (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
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>You utter a dire portent, causing destiny and fate to unravel around the target. This profoundly disturbing effect causes the target to suffer a cumulative –2 penalty on all ability checks, attack rolls, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>, and skill checks for every hero point it possesses. The target can reduce this penalty by spending hero points normally, but it takes 2d6 points of damage for each hero point spent while this spell is in effect.</p>


name: Unseen Crew
level: bard 4, sorcerer/wizard 5, summoner 5, witch 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M
range: long (400 ft. + 40 ft./level)
effect: one invisible sailor per level
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
<p>An unseen crew member is an invisible, shapeless force that performs the duties of one crew member. It can tie off ropes, hoist sails, swab decks, and other such duties. An unseen crew member possesses no other skills. It cannot fight, speak, or even defend itself.</p><p>An unseen crew member has a <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/strength-domain">Strength</a> score of 10 and a <a href="https://www.d20pfsrd.com/skills/profession">Profession</a> (sailor) score equal to half your character level plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (for <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witches</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>) or your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (for <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/base-classes/summoner">summoners</a>). It cannot fly, but it can climb, swim, or walk with a base speed of 20 feet.</p><p>An unseen crew member cannot be killed, but it dissipates if it takes more than 1 point of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you possess from area attacks (it gets no saves against attacks). If you attempt to send an unseen crew member beyond the spell’s range (measured from your current position), the crew member ceases to exist.</p>


name: Unseen Engineers
level: sorcerer/wizard 3, summoner 2, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (materials required to construct the trap )
range: long (400 ft. + 40 ft. level)
effect: a team of tiny, invisible engineers
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>You conjure an invisible team of tiny engineers to construct a <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> at alarming speed. Originating at your location, the team must remain within range of you or the spell ends. The engineers <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> a mechanical <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> of your choice. Construction takes a number of rounds equal to the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap’s</a> challenge rating. The engineers must have the materials available. At the end of the construction time, use your <a href="https://www.d20pfsrd.com/skills/craft">Craft</a>(traps) skill with a +5 bonus to determine the success of their work. If the engineers succeed, the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> is complete and the spell ends. If they fail, the materials are deposited at that location and the spell ends. If the spell’s duration ends before the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> is complete, the engineers automatically fail.</p><p>The engineers move at your base speed and can carry only materials required in the construction of the desired <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a>. They can’t attack in any way or be killed, and dissipate if they take 12 points of damage from area attacks (they get no saves against attacks).</p>


name: Unseen Servant
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a piece of string and a bit of wood)
range: close (25 ft. + 5 ft./2 levels)
effect: one invisible, mindless, shapeless servant
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>An <i>unseen servant</i> is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps">traps</a> and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Skill-Check">skill check</a> with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. This servant cannot <a href="https://www.d20pfsrd.com/skills/fly">fly</a>, <a href="https://www.d20pfsrd.com/skills/climb">climb</a>, or even <a href="https://www.d20pfsrd.com/skills/swim">swim</a> (though it can walk on water). Its base speed is 15 feet.</p><p>The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.</p>


name: Unsettling Presence
level: bard 2, medium 1, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 hour/level (D) Saving Throw Will negates
spell_resistance: yes
description:
<p>Those in this spell’s area who fail their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throws harbor a faint sense of paranoia and evoke the same feeling in others for the duration of the spell. Domesticated <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> (not including familiars and <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companions</a>) don’t willingly approach affected creatures unless the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal’s</a> master succeeds at a DC 25 <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a>, <a href="https://www.d20pfsrd.com/skills/ride">Ride</a>, or <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Empathy-Ex-">wild empathy</a> check. Affected creatures take a –4 penalty on <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a>, <a href="https://www.d20pfsrd.com/skills/ride">Ride</a>, and <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Empathy-Ex-">wild empathy</a> checks against familiars, <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companions</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> cohorts, and other permanent companions provided by class abilities for the spell’s duration. Anyone an affected creature interacts with must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or have its initial attitude automatically worsened by one step for the spell’s duration.</p><p>Every time an affected creature attempts a <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check to get a hunch or detect a <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> from another creature (or vice versa), it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or automatically assume the other party is lying or otherwise harbors ill will against it.</p><p>Each time this spell causes an affected creature (or someone interacting with the affected creature) to attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw, the spell’s <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>-like manifestation occurs.</p><p class="divider">HAUNT STATISTICS</p><p><b>Notice</b> <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC 20 (to feel a sudden sense of dread, or to hear victims’ names whispered behind their backs); <b>hp</b> 2 hp/level; <b>Trigger</b> proximity; <b>Reset</b> none</p>


name: Unshakable Chill
level: bloodrager 2, druid 2, sorcerer/wizard 2, witch 2
school: necromancy [cold]
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 10 minutes/level; see text
saving_throw: Fortitude negates (see text)
spell_resistance: yes
description:
<p>The target is filled with an unshakable chill for the duration of the spell, and suffers from the effects of severe cold.</p><p><b>Severe cold effects</b>: If the initial <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> fails, the target takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal</a> cold damage and must save every 10 minutes (using the DC of severe cold instead of this spell’s DC) or take additional damage.</p>


name: Unshakable Zeal
level: bard 5, inquisitor 6, psychic 7, spiritualist 6
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S, F (a silver circlet)
range: touch Target creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You fill the target with boundless enthusiasm and faith in its ultimate triumph. Whenever the target fails an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, a save, a skill check, a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check, or an ability check, the target receives a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on its next attempt at the failed check within 1 round (this includes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> against the same foe, saving throws against the same ability from the same foe, and so on). In addition, when the target would be affected by a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> or emotion effect, it can instead dismiss unshakable zeal without spending an action to negate the effect on itself.</p>


name: Unspoken Name
level: cleric 3, inquisitor 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 minute
components: V, S
range: personal
target: you
duration: 24 hours or until discharged
description:
<p>When you cast this spell, designate a word, phrase, or name. If a creature within 1 mile of you uses that word, phrase, or name to refer to you, you immediately learn that creature’s name, appearance, and location. This discharges the spell.</p>


name: Untold Wonder
level: bard 4, cleric 5, mesmerist 4, paladin 3, psychic 5, sorcerer/ wizard 5
school: enchantment (compulsion) [mind-affecting]
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)
description:
<p>You fill the target’s mind with childlike wonder, allowing that creature to marvel at things that would be debilitating to others.</p><p>Penalties that the target would take as a result of an emotion effect are instead treated as morale bonuses equal to half the penalty’s value (for example, if the target were affected by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/crushing-despair">crushing despair</a> spell, she would gain a +1 <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>, saving throws, ability checks, skill checks, and weapon damage rolls, instead of the spell’s normal effect).</p><p>Furthermore, morale bonuses she gains from other sources are increased by 1. Finally, the target gains a +2 bonus on saving throws to resist spells of the <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Pattern">pattern</a> subschool, as her childlike wonder allows her to marvel at the beauty of such effects without being overwhelmed by them.</p>


name: Unwelcome Halo
level: cleric/oracle 1, paladin 1, sorcerer/wizard 1
school: evocation [light]
casting_time: 1 standard action
range: medium (100 ft. + 10 ft./level)
target: one nongood creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell causes the target to glow as if surrounded by a halo of light. This halo sheds normal light in a 20-foot radius from the creature, and increases the light level by one step for an additional 20 feet. This halo makes it impossible for the creature to gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> in non-magical darkness, and in dim or darker conditions, the creature’s glow can be seen even if it is not within direct line of sight.</p><p>If unwelcome halo is brought into an area of magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> (or vice versa), the effects of both spells are temporarily negated, so that the otherwise prevailing light conditions exist within the overlapping fields of effect.</p>


name: Unwilling Shield
level: bard 5, inquisitor 5, sorcerer/wizard 6, witch 6
school: necromancy
casting_time: 1 standard action
components: V, S, M (ruby dust worth 250 gp)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>Like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/s/shield-other"><i>shield other</i></a>, <i>unwilling shield</i> creates a mystic connection between you and the target, but unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shield-other"><i>shield other</i></a>, the target shares the wounds that you receive. In addition, the link draws upon the target’s life force to supplement your own defenses. You gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> and on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, such as <i>charm</i> effects, ability damage, level draining, and death effects are not affected. If you take a reduction in <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> from a lowered <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score, the reduction is not split with the target because it is not hit point damage. </p><p>When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you. </p><p>If you and the target of the spell move out of range of each other, the spell remains active, but damage is no longer shared until you are once again within range of each other. </p>


name: Unwitting Ally
level: bard 0, psychic 1
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>You befuddle the target’s mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies’ ally while determining <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a>. The subject takes no other hostile action against your enemies due to this spell’s effect.</p>


name: Urban Grace
level: alchemist 1, bard 1, ranger 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>You become one with the city around you, allowing you to move more easily through its crowds and buildings. For the duration of this spell, your base land speed increases by 10 feet. In addition, it does not cost you 2 squares of movement to enter a square with crowds, though the crowd still provides <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> to you. This ability does not allow you to enter the space of enemy creatures without making the appropriate <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check. In addition, you receive a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks made to move across uneven urban surfaces, such as roofs and broken pavement, and on <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> checks made to scale walls and other artificial surfaces. Whenever you make an <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check to make a long jump between two buildings or artificial structures, you are always treated as if you had a running start, regardless of the actual distance traveled.</p>


name: Urban Step
level: bard 2, magus 3, occultist 3, sorcerer/wizard 3, summoner 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (scrap of cobweb)
range: medium (100 ft. + 10 ft./level)
target: two doors or other portals in range
duration: 1 round
description:
<p>You set up a magical connection between two doors (or other physical portals, such as windows) that both must be within range, line of sight, and line of effect. During the spell’s duration, you can move through one of the two portals. When you do, you <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/t/teleport">teleport</a> to the other portal, emerging in either direction. Both portals must be open and unobstructed when you cast the spell and enter the first portal, and they both must be large enough for you to fit through, otherwise the spell ends and the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> fails. You can bring along objects as long as their combined weight doesn’t exceed your maximum load.</p><p>You can’t bring other creatures with you, and other creatures that go through the portals don’t <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/t/teleport">teleport</a>. Once you step through, the spell ends and you can’t take any other actions until your next turn.</p>


name: Utter Contempt
level: antipaladin 3, bard 4, sorcerer/wizard 6
school: enchantment [emotion]
casting_time: 1 standard action
components: V, S, M (spittle)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You fill the target’s heart with malice for all other creatures. The target’s attitude toward all creatures other than itself worsens by two steps.</p>


name: Vacuous Vessel
level: bard 0, sorcerer/wizard 0
school: illusion (glamer)
casting_time: 1 swift action
components: V
range: touch
target: container touched
duration: 1 round/level (D)
saving_throw: Will negates; see text
spell_resistance: yes; see text
description:
<p>This spell makes a single bag, chest, sack, or other container look and feel empty. The container must be no larger than 1 cubic foot per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or the spell fails. Anyone peering into or reaching into the container must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or perceive the container as being completely empty. All items within the container when the spell was cast are still present, but they can’t be noticed unless removed from the bag—such as by someone who can perceive them, or who upends the container.</p><p>Casting vacuous vessel on another container or placing a new item in the existing container immediately dismisses the currently active spell.</p>


name: Vampiric Hunger
level: antipaladin 3, cleric 3, druid 3, sorcerer/wizard 3, witch 3
school: necromancy (polymorph) [evil]
casting_time: 1 round
components: V, S
range: touch
target: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target of this spell grows the fangs of a vampire, as well as a thirst for blood. For the duration of this spell, the target gains the ability to drain an opponent’s blood during a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>; if the target establishes or maintains a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a>, it drains blood, dealing 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a>. Each round it drains blood in this way, the target heals 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or gains 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> for the duration of the spell (up to a maximum number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to its full normal <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>). If the target does not drain blood in this way while under the effects of this spell, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a> at the end of the spell’s duration.</p>


name: Vampiric Shadow Shield
level: magus 5, sorcerer/wizard 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
<p>This spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of negative energy damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15). If the attacker has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage. When an attacker takes damage from the spell, you <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/h/heal">heal</a> a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to 25% of the damage the spell dealt.</p>


name: Vampiric Touch
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous/1 hour; see text
saving_throw: none
spell_resistance: yes
level:
antipaladin 3, bloodrager 3, magus 3, medium 3, mesmerist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
<p>You must succeed on a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to the damage you deal. You can’t gain more than the subject’s current <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> + the subject’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score (which is enough to kill the subject). The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> disappear 1 hour later.</p>


name: Vanish
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 round/level (up to 5 rounds) (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/invisibility/"><i>invisibility</i></a>, except the effect only lasts for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum of 5 rounds). Like <i>invisibility</i>, the spell immediately ends if the subject attacks any creature.</p>


name: Veil
level: bard 6, sorcerer/wizard 6
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
duration: concentration + 1 hour/level (D)
saving_throw: Will negates; see text
spell_resistance: yes; see text
description:
<p>You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.</p><p>Unwilling targets can negate the spell’s effect on them by making <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves or with Spell Resistance. Those who interact with the subjects can attempt <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> disbelief saves to see through the glamer, but Spell Resistance doesn’t help.</p>


name: Veil of Ash
level: sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (a pinch of ash)
range: close (25 f. + 5f./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>This spell causes a small cloud of searing, choking ash to appear around the face of the target.</p><p>The creature must succeed at a Fortitude saving throw or take 1d6 points of fire damage and be blinded. The victim must make a new save against damage and blindness for each round the spell persists. The target must have a discernible anatomy and no more than one head in order to be blinded. Undead, constructs, and creatures without eyes or who don’t rely on sight to sense their surroundings can be damaged by this spell, but not blinded.</p><p>A moderate wind (11+ mph) disperses the ash cloud in 2 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. </p><p>This spell does not function underwater.</p>


name: Veil of Heaven
level: paladin 1
school: abjuration [good]
casting_time: 1 standard action
components: V, S, DF
range: personal or 5 ft.; see text
target: you or all creatures within 5 ft.; see text
duration: 10 minutes/level (D)
saving_throw: Will half
spell_resistance: none
description:
<p>You surround yourself with a veil of positive energy, making it harder for evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> to harm you. For the duration of this spell, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to AC and on saves. Both of these bonuses apply only against attacks or effects created by <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. You can dismiss this spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to deal 1d8 points of damage + 1 point per <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a> level to all such <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> within 5 feet. A <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save halves this damage.</p>


name: Veil of Positive Energy
level: paladin 1
school: abjuration [good]
casting_time: 1 standard action
components: V, S, DF
range: personal or 5 ft.; see text
duration: 10 minutes/level (D)
description:
<p>You surround yourself with a veil of positive energy, making it harder for undead creatures to harm you. When under the effect of this spell, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> and a+2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal duration as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> on your turn to deal a number of points of positive energy damage equal to your level to all undead creatures within 5 feet of you.</p>


name: Vengeful Comets
level: druid 3, sorcerer/wizard 3
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
effect: 1 comet per 4 levels
duration: 1 round/level or until completely discharged (see below)
saving_throw: none
spell_resistance: yes
description:
<p>This spell causes a number of miniature comets (up to one per four caster levels) to orbit in the air above your head. Bits of snow and cold wind drift down from the orbiting comets, granting you a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> equal to the number of comets on all saving throws against fire effects.</p><p>The actual use for the comets, though, is to make vengeful strikes against foes who dare to target you with offensive spells. As an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> whenever you are affected by a spell cast by another creature, you can fire one of your vengeful comets as a bolt of icy retribution (provided the source of the offensive spell is within range of your vengeful comet, of course). The comet requires a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit. If it hits, a comet deals 1d6 points of bludgeoning damage and 3d6 points of cold damage to the target, plus an additional amount of cold damage equal to the level of the spell you are retaliating against. If the spell you’re retaliating against had the fire descriptor, you may opt to fire two comets instead of one.</p>


name: Vengeful Outrage
level: bard 5, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [emotion, language- dependent, mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You place a magical command upon a creature to seek out and destroy a single enemy that has inflicted some perceived or actual harm to the target. You designate the enemy at the time of casting, which must be known by the target (such as “your brother’s murderer”) or can easily identify by sight (such as “the hill giant king”). The target is under the effect of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/g/geas-quest">geas</a> to find and capture or kill this enemy, and the target takes the penalties of that spell as long as it is not actively trying to reach the enemy. When the target enters combat with the enemy, it gains a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale 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 +3 <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-Will">Will</a> saves, and is immune to the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> conditions.</p><p>If you designate one of the target’s friends or loved ones as the enemy, the target gains another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> to overcome the spell as soon as it enters combat with the enemy.</p>


name: Vengeful Stinger
level: cleric/oracle 6, shaman 5, sorcerer/wizard 5, summoner 5, witch 5
school: transmutation (polymorph) [poison]
casting_time: 1 standard action
components: V, S, M (a living wasp ), DF
range: personal
target: you
duration: 1 round/level
saving_throw: Fort negates; see text
spell_resistance: no
description:
<p>You grow a long, wasp-like tail complete with stinger that can strike those who dare attack you. While you are under the effects of this spell, when a creature adjacent to you hits you with a melee attack, you can make an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> with your stinging tail, even if your opponent’s attack would not otherwise provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>. You must otherwise be eligible to make an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> to use this ability. The attack is made with your full <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a>, and with a +2 <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>. The stinging tail is considered a light weapon with a critical range of 19–20/×2. On a successful hit, the target takes 1d8 points of damage plus an amount of damage equal your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier and must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or it takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Dexterity damage</a>. This <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> damage is also modified on a confirmed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>.</p>


name: Venomous Bolt
level: ranger 3
school: necromancy [poison]
casting_time: 1 swift action
components: V, S
range: 0 ft.
duration: instantaneous
saving_throw: Fortitude negates; see text
spell_resistance: yes
description:
<p>You infuse a single arrow or crossbow bolt with natural venom as you fire it. In addition to its normal damage, anyone struck by this arrow or bolt is affected as if by the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/p/poison"><i>poison</i></a> spell. If the arrow is not fired immediately, the spell ends with no effect. </p>


name: Venomous Promise
level: antipaladin 3, bard 3, mesmerist 3, shaman 3, witch 3
school: transmutation [language-dependent, poison]
casting_time: 1 standard action
components: S, M (a vial of poison )
range: touch
target: one creature
duration: permanent or until triggered
saving_throw: yes
spell_resistance: yes
description:
<p>You guard your words and person with poisonous power. You can impart a short amount of information—up to 25 words—as you cast this spell, entwining your words with the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> provided as a material component. If your target reveals the information you impart (verbally, in writing, with gestures, or by having its mind read with spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a>), the target is immediately exposed to the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> (and is allowed any saving throw the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> allows).</p><p>Your target instinctively knows that revealing this information will endanger it, but doesn’t automatically understand why or how. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/neutralize-poison">Neutralize poison</a> removes the effect of this spell; the spellcaster must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against the spell’s save DC rather than the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison’s</a>.</p>


name: Ventriloquism
level: bard 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: illusion (figment)
casting_time: 1 standard action
components: V, F (parchment rolled into cone)
range: close (25 ft. + 5 ft./2 levels)
effect: intelligible sound, usually speech
duration: 1 min./level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusory</a> (but still hears it).</p>


name: Vermin Shape
level: alchemist 4, bloodrager 4, druid 3, magus 4, sorcerer/wizard 4, witch 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: 1 minute/level
description:
<p>When you cast this spell, you assume the form of any Small or Medium creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a> type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, and lunge. You don’t gain full <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to mind-affecting effects, but you do gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> against such effects.</p><ul>
<li><strong>Small vermin</strong>: If you take the form of a Small <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a>, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>.</li>
<li><strong>Medium vermin</strong>: If you take the form of a Medium <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a>, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and a +3 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>.</li>
</ul>


name: Verminous Transformation
level: alchemist 6, shaman 7, witch 7
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a handful of bat wings, insects, and rat tails)
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You partially transform your body into a swarm of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat">bats</a>, insects, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/rat/rat-common">rats</a>, and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider">spiders</a>. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can send out a piece of your body to attack up to four Medium or smaller creatures (or one larger creature) within 10 feet of you. The creatures take 4d6 points of damage and must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or take 1d3 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> and 1d3 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a>; the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> is a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effect. Abilities that protect against <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> attacks apply to this damage and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> applies.</p><p>Additionally, since your body is partially a swarm, you take only half damage from piercing and slashing attacks, unless those attacks would deal full damage or greater to a swarm (for instance, an area piercing attack would deal full damage to you).</p><p>You can still be targeted by single-target spells but you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on any saving throws against them.</p><p>Casting spells in this form is difficult and any spells with somatic <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> require a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check as if casting defensively; if you are also casting the spell defensively, roll a single <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check at a –5 penalty.</p>


name: Versatile Weapon
level: bard 2, bloodrager 3, ranger 2, magus 3, occultist 2, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (iron filings)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You transform the physical makeup of a weapon as you desire.</p><p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-weapon/">greater magic weapon</a></i>, except that it subtly alters the physical properties of a weapon, enabling it to bypass <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> of one the following types: bludgeoning, cold iron, piercing, silver, or slashing. The affected weapon still inflicts damage of its normal type and its hardness and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> are unchanged. This spell can be cast on a natural weapon or unarmed strike.</p>


name: Vestment of the Champion
level: antipaladin 2, paladin 2
school: abjuration
casting_time: 1 standard action
range: touch
target: armor or shield touched
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>This functions as <a class="spell" href="https://www.d20pfsrd.com/magic-vestment">magic vestment</a>, except it only affects armor or a shield you are wearing or carrying. If the armor or shield is worn or carried by anyone other than you, the spell has no effect, but resumes its effect when you are wearing or carrying it again.</p>


name: Vex Giant
level: ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a fragment from a Large or larger weapon)
range: personal
target: you
duration: 1 round per level
description:
<p><span>When you cast </span><i>vex giant</i><span>, your senses and reflexes become particularly honed against a single target within 60 feet, provided the target is at least one size category larger than you. You may select your focused foe as a </span><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a><span> when you cast this spell—switching your focus to a different foe within 60 feet is a </span><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a><span>. If a foe moves beyond 60 feet from you, you lose your focus on that foe, although you may regain it by moving within 60 feet and spending a </span><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a><span>. Although the name of the spell is </span><i>vex giant</i><span>, it works equally well on any foe that’s at least one size category larger than you.</span></p><p>Against a foe you are focused on, you do not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> by moving through their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Threatened-Squares">threatened</a> area. Additionally, the first successful melee attack you make against the foe in a round deals an additional 1d6 points of damage. Finally, you gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks made against your focused foe.</p>


name: Vexing Miscalculation
level: cleric/oracle 2, inquisitor 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level or until discharged
saving_throw: Will negates
spell_resistance: yes
description:
<p>You frustrate an opponent with ill fortune that leads even its most accurate attacks astray. The target is unable to score critical threats for the duration of this spell, even if the result of its roll would normally be a critical threat. If the creature rolls a natural 20, the attack still hits regardless of its opponent’s AC, but the hit is not eligible for a critical confirmation roll. Once a critical threat has been foiled by vexing miscalculation, the spell is discharged.</p>


name: Vicarious View
school: divination (scrying)
casting_time: 1 standard action
components: V, S
range: touch
effect: magical sensor
duration: 1 minute/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
bard 4, medium 3, mesmerist 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, witch 4

description:
<p>You plant a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/s/scrying">scrying</a> sensor on a touched creature, object, or point in space, allowing you to see and hear the creature, object, or point and its surroundings (approximately 10 feet in all directions). If the creature or object on moves, the sensor moves with it. Unlike other <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/s/scrying">scrying</a> spells, <i>vicarious view</i> doesn’t allow magically or supernaturally enhanced senses to work through it.</p>


name: Vigilant Rest
school: abjuration
casting_time: 1 standard action
components: V, S, M (a handful of crushed glass)
range: touch
target: 1 living creature touched
duration: 8 hours (D)
saving_throw: Will (harmless)
spell_resistance: yes (harmless)
level:
antipaladin 3, bard 4, medium 3, mesmerist 4, occultist 3, paladin 3, psychic 4, ranger 3, shaman 4, spiritualist 4, witch 4

description:
<p>While the target of this spell is asleep, she retains some of her normal powers of perception. While she tunes out harmless sounds such as the crackling of the campfire, crickets, or light breezes, she does not take the normal +10 modifier to the DC of <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks she attempts while asleep.</p><p>If the target detects a threat or unexplained noise while sleeping, she can wake immediately and stand up from her sleeping position as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>.</p><p>If the target is roused but returns to sleep during the spell’s duration, she falls asleep immediately and does not count as having her sleep interrupted, even if she engaged in combat while she was awake.</p>


name: Vigor
level: adept 0, cleric/oracle 0
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 minute or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>This spell infuses the subject with a small surge of strength.</p><p>The creature gets a +1 competence bonus on a single melee damage roll. It must choose to use the bonus before making the roll to which it applies. Ranged or spell attacks are unaffected by this spell.</p>


name: Vile Dog Transformation
level: antipaladin 3, cleric 5, druid 5, shaman 5, sorcerer/wizard 5, witch 5
school: transmutation (polymorph) [evil]
casting_time: 10 minutes
components: V, S, M (a strip of leather)
range: touch
target: one or more dogs touched
duration: 1 hour/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
<p>You transform one or more dogs into evil, monstrous creatures.</p><p>Each dog can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to negate the transformation, but if the dog trusts you (it has been trained by you for a purpose, or has been in your care for at least 30 days and generally treated well), it takes a –4 penalty on this saving throw. Each transformed dog has the same stats as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/hell-hound">hell hound</a> except that it doesn’t have fire <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> and cold <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> and instead has acid, cold, and fire <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 5. Additionally, each transformed dog deals an extra 1d6 points of acid damage with its bite attack (instead of fire damage), and its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a> is replaced with a vaporous cloud that spreads out in front of the creature in a 10-foot cone, dealing 2d4 points of acid damage. The creature can’t understand Infernal but understands any languages you know. The dog is normally neutral evil, but is chaotic evil if you are chaotic or lawful evil if you are lawful.</p><p>For every 3 caster levels you have, you can transform one dog (to a maximum of five <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/dog/dog">dogs</a> at 15th level). At the end of the spell’s duration, the dogs immediately dissolve into a stinking pile of gore and bones.</p><p>You can command the creature in the same way you would a creature you summoned via a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/s/summon-monster">summon monster</a> spell. If you buy dogs to use with this spell, they cost 15 gp for a lap dog, 25 gp for a guard dog, or 150 gp for a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/dog/riding-dog">riding dog</a>. Any kind of dog can be transformed by this spell and has the same statistics.</p>


name: Village Veil
level: bard 5, cleric 5, sorcerer/wizard 5, witch 5
school: illusion (figment) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: one 10-ft. cube per level
duration: 1 day/level
saving_throw: Will disbelief
spell_resistance: no
description:
<p>You throw an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> over an area to make creatures that view or interact with it believe it has suffered some great catastrophe or calamity that renders it utterly worthless for their needs. You must set a few general guidelines when casting the spell as to the nature of this disaster (fire, tornado, bandit raid, plague, etc.), after which the illusion fills in the remaining details to make it seem realistic. When casting the spell, you can grant creatures with particular, clearly identifiable physical traits (race, gender, age category, etc.) immunity to this spell. This allows all such eligible creatures to perceive the true nature of the affected area instead of its illusory appearance. Creatures without this immunity that fail their saving throws always perceive the affected area as having absolutely nothing of interest or worth to them. Unless they have reason for suspicion, they always move on without closely investigating the area. Creatures with sufficient reasons for suspicion who do choose to investigate the area gain another saving throw, this one with a +2 bonus, as they enter the village and directly interact with the illusion.</p><p>You can expand the area of this spell by casting it multiple times. Each time you do, you must effectively “attach” the spell to the existing area by using the same disaster and granting the same sorts of creatures immunity to its effects. If you fail to do this, the entire <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>, no matter how large, disappears.</p>


name: Vine Strike
level: alchemist 2, antipaladin 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: Reflex negates (see text)
spell_resistance: yes
description:
<p>Bristles burst from your body, <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hirelings-servants-services#TOC-Lodging">lodging</a> in your opponent and blossoming into entangling vines as you pummel your target. While this spell is in effect, one of your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> or unarmed strikes deals an additional 1d6 points of damage, and each creature hit with that <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapon</a> or <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a> must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> for the duration of the spell; on a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save, the creature is immune to the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> effect for 1 round. A creature <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> by this spell can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to remove the vines, but can be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> again by further unarmed strikes.</p>


name: Vinetrap
level: cleric/oracle 5, druid 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Reflex negates (see text)
spell_resistance: yes
description:
<p>Vines choked with thorns, blossoms, leaflets, and other floral debris burst to life on and around the subject of this spell, winding around limbs and armor and making it progressively more difficult for the subject to maneuver.</p><p>When this spell is cast, the subject may attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. Success indicates that the vines fail to take root and the spell has no effect. On a failed save, the subject’s base speed is immediately reduced by 5 feet. Each round thereafter, the subject must make another successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or his speed is reduced by another 5 feet. This occurs each round until he is reduced to a speed equal to half of what it was before the spell was cast.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, the subject or an adjacent creature can tear the vines off the subject’s body, resetting the speed penalty to just 5 feet, though the vines continue to grow each round thereafter for the spell’s duration, requiring additional checks, unless it is actually dispelled. The spell’s effects can also be prematurely ended by dealing at least 20 points of fire damage to the subject. When the spell’s duration ends or the effect is terminated, the vines immediately wilt and the subject’s speed returns to normal. Regardless of the subject’s base speed, the vines cannot reduce a creature’s speed below 5 feet.</p><p>This spell has additional effects depending on which version you cast, chosen when you cast the spell.</p><ul>
<li><b>Blessed Thorns</b>: The vines sprout vicious thorns made of celestial steel. Each round at the beginning of your turn, the subject takes 2d4 points of damage, plus 1 point of damage for each round since the creature last took a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> to tear the vines off. When you cast this version of the spell, you can also choose to make the thorns either <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> or silver for the purposes of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</li>
<li><b>Noxious Vines</b>: The vines emit noxious fumes that act as a lung and eye irritant. The subject and any creatures adjacent to the subject must attempt a DC 15 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> check each round at the beginning of their turn. On a failed save, the creatures becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for that round and can’t cast spells with verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>.</li>
<li><b>Swift Vines</b>: The vines act twice as quickly as normal, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/s/slow">slow</a> the creature by 10 feet per round instead of 5 feet (though they still can’t decrease the creature’s speed to less than half). In addition, once the creature is slowed to half-speed, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> until the vines are torn off or the spell ends.</li>
</ul>


name: Violent Accident
level: cleric 2, mesmerist 2, occultist 2, witch 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1 day or until discharged
saving_throw: Reflex half; see text
spell_resistance: yes
description:
<p>You curse the target to suffer a violent accident within the next 24 hours. You have no control over the form the accident takes or when it strikes. The target can avoid being cursed with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> when you cast the spell, but otherwise receives no saving throw. Regardless of the accident’s nature, it is magically empowered to deal an amount of damage equal to 1d8 × your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 5d8 points of damage), and the damage is of a type appropriate to the source of damage (such as fire for an explosion or bludgeoning for a falling object). When the accident occurs, the target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw to reduce the damage by half. Although others might be surprised or inconvenienced by the accident, it damages only the target.</p>


name: Violent Misfire
level: sorcerer/wizard 3
school: evocation
casting_time: 1 standard action
components: V, S, M (a small piece of flint)
range: close (25 ft. + 5 ft./2 levels)
target: one early or advanced firearm
duration: 1 round/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell creates a chaotic charge within the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/black-powder">black powder</a> loaded in a target <a href="https://www.d20pfsrd.com/equipment/firearms">firearm</a>. The next time the target weapon fires during this spell’s duration, it automatically misfires. If this misfire causes the firearm to explode, the radius of the explosion is doubled and it deals maximum damage to all creatures in the radius. The firearm’s wielder also takes 1d6 additional points of fire damage per 2 caster levels (maximum 10d6) you have.</p><p>If the target is an advanced firearm, and the firearm misfires a second time in a row while this spell is in effect, it does not explode but still deals the additional damage to the wielder as described.</p><div style="margin-left: 20px">


name: Viper Bomb Admixture
level: alchemist 4
school: conjuration (creation)
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 only have one admixture effect (formula with the word “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, up to four vipers are released from the bomb. One viper attacks the target of the direct hit, and the other vipers attack up to three creatures that take damage from the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon">splash</a> damage. The vipers make melee touch attacks (using your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> + <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier) and on a hit deal 1d4 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier damage, and the target is poisoned as if by a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-venomous">venomous snake</a>. Hit or miss, the conjured vipers disappear after they make the attack. The conjured snakes are not damaged or adversely affected by the bombs you throw.</p>


name: Virtue
level: cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, shaman 0
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 min.
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.</p>


name: Virtuoso Performance
level: bard 4
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level
description:
<p>While this spell is active, you may start a second bardic performance while maintaining another. Starting the second performance costs 2 rounds of bardic performance instead of 1. Maintaining both performances costs a total of 3 rounds of bardic performance for each round they are maintained. When this spell ends, one of the performances ends immediately (your choice).</p><p><i>Virtuoso performance</i> does not stack with any other method of maintaining simultaneous bardic performances.</p>


name: Virulence
level: cleric/oracle 4, warpriest 4, witch 4
school: necromancy [evil]
casting_time: 1 standard action
components: V, S
range: 40 ft.
area: all living creatures within a 40-ft.-radius burst centered on you
duration: instantaneous
saving_throw: see text
spell_resistance: yes
description:
<p>All living creatures within the area of effect, including yourself, must immediately attempt a saving throw with a –2 penalty against any and all diseases they have contracted, even if the onset time has not yet elapsed. On a failed saving throw, the affliction has its usual effect. A successful save does not count toward curing the affliction.</p>


name: Virulent Miasma
level: antipaladin 2, arcanist 3, bloodrager 3, druid 3, hunter 3, sorcerer/wizard 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a dried scab from a diseased creature)
range: medium (100 ft. + 10 ft./level)
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Fort negates (see text)
spell_resistance: see text
description:
<p>Virulent miasma creates fog like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud">fog cloud</a>, except that the vapors carry the taint of <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>. Living creatures take a –4 penalty on saving throws against <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> effects as long as they remain within the cloud and for 1d4+1 rounds after leaving. This effect of the spell allows a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save to negate it, and it is subject to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>. A creature that succeeds at its saving throw against the fog (or ignores the fog due to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>) is not affected and need not make further saves even if it remains in the fog.</p>


name: Vision
level: shaman 7, sorcerer/wizard 7, witch 7
school: divination
casting_time: 1 standard action
components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
range: personal
duration: See Text
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/legend-lore">legend lore</a>, except that it works more quickly and produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + 1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague. After this spell is complete, you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p>


name: Vision of Doom
level: cleric/oracle 7, inquisitor 6, shaman 7, witch 7
school: illusion (phantasm) [mind-affecting, evil]
casting_time: 10 minutes (see text)
components: V, S
range: unlimited
target: one living creature
duration: instantaneous
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>This spell functions exactly as the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/n/nightmare"><i>nightmare</i></a>.</p><p>In addition to the effects of that spell, you can cause a second spell to be delivered when the target wakes at the nightmare’s conclusion. You must have this second spell prepared and it must be cast immediately after this spell (effectively adding the two spells’ casting times). This second spell “rides along” with the nightmare, affecting the target as soon as it wakes from its fitful sleep. Any spell can be sent along with the nightmare, so long as it is of 6th level or lower, affects one target (which is always the nightmare’s recipient), and does not deal hit point damage. The second spell’s range is irrelevant for the purposes of this spell and even touch attacks can be delivered in this manner (you must still make a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> in order to affect the target, though, with the act of touching occurring within the context of the victim’s nightmare). The target is allowed to save against the second spell if a save is allowed. For example, a <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> could send <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/b/bestow-curse">bestow curse</a> along as part of the spell but not <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/b/blade-barrier">blade barrier</a> (affects an area), <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/destruction">destruction</a> (too high level), or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/i/inflict-moderate-wounds">inflict moderate wounds</a> (deals hit point damage). </p>


name: Vision of Hell
school: illusion (glamer) [evil, fear]
casting_time: 1 standard action
components: V, M (a pinch of brimstone)
range: medium (100 ft. + 10 ft./level)
effect: 50-ft.-radius emanation
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: no
level:
bard 3, bloodrager 3, cleric/oracle 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, witch 3

description:
<p>You overlay a realistic <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> of a terrifying hellscape upon an area. Structures, equipment, and creatures within the area are not hidden, though environmental features take on an infernal appearance. While you are prepared for these images and are not affected by them, any other creature within the area must make a <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> and also take a –2 penalty on saves versus fear effects; the fear and penalty persists as long as the creature remains in the area. Devils and any <a href="https://www.d20pfsrd.com/alignment-description/additional-rules#TOC-Lawful-Evil">lawful evil</a> creatures suffer no negative effects from this spell.</p>


name: Visualization of The Body
level: cleric 2, druid 2, magus 2, ranger 2, shaman 2, wizard 2
school: transmutation [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 200 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
<p>You focus your mind on one aspect of your body, aligning the energies within your body to enhance that element. Choose a single physical ability score (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>).</p><p>If you choose <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, you gain a +5 bonus on skill checks associated with that ability score. If you choose <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, your maximum and current <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> increase by an amount equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>.</p><p>At any time during the spell’s duration, you can expend the spell’s remaining duration as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> in order to gain a one-time physical enhancement associated with the ability score you chose to visualize, as detailed below. After you do so, the spell ends.</p><ul>
<li><b><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a></b>: You immediately regain a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to 1d8 + your total character level.</li>
<li><b><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a></b>: You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Dodge-Bonus">dodge bonus</a> to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> for 3 rounds.</li>
<li><b><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a></b>: You gain a +6 bonus on all <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> checks to break objects and on checks to escape or establish grapples for 1 minute.</li>
</ul>


name: Visualization of The Mind
level: cleric 2, shaman 2, wizard 2
school: transmutation [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 200 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
<p>You enhance a single aspect of your mind, nurturing and empowering it. Choose a single mental ability score (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>). You gain a +5 bonus on ability checks and skill checks associated with that ability score.</p><p>At any time during the spell’s duration, you can expend the spell’s remaining duration as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> in order to gain a one-time mental enhancement associated with the ability score you chose to visualize, as detailed below. After you do so, the spell ends.</p><ul>
<li><b><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a></b>: You are immediately infused with a wave of <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> luck, and gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> on all d20 rolls for 1 minute.</li>
<li><b><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a></b>: You immediately gain a flash of insight, and gain a number of ranks equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> in any skill in which you have no ranks. These ranks last for 1 minute, during which time you can also treat that skill as a class skill.</li>
<li><b><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a></b>: When you fail a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, you can immediately attempt that saving throw again, gaining a +4 bonus on the new saving throw to resist the effect.</li>
</ul>


name: Vitriolic Mist
level: alchemist 4, bloodrager 4, sorcerer/wizard 4, summoner/unchained summoner 4
school: evocation [acid]
casting_time: 1 standard action
components: V, S, M (a piece of lemon rind)
range: personal
target: you
duration: 1 round/level (D)
description:
<p>This functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/f/fire-shield">fire shield</a>, except it wreathes you in yellow or green acidic mist instead of hot or cold flames. The spell deals acid damage to attackers and protects you against acid damage. This spell does not shed light. </p>


name: Vocal Alteration
level: alchemist 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 minute/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched, husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise, the target gets a +10 bonus on the <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check when trying to fool a listener.</p><p>The target can vary the disguised voice just as it could its normal voice. For example, a <a href="https://www.d20pfsrd.com/races/core-races/halfling">halfling</a> female given a male <a href="https://www.d20pfsrd.com/races/core-races/dwarf">dwarf</a> noble’s voice and accent could speak in falsetto, with a rural <a href="https://www.d20pfsrd.com/races/core-races/halfling">halfling</a> accent, and so on.</p>


name: Volcanic Storm
level: bloodrager 4, druid 4, sorcerer/wizard 4, witch 4
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M/DF (obsidian and ash)
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>Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy ash rains down in the area. Creatures inside this area take a –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 rock and ash disappear, leaving no aftereffects (other than the damage dealt).</p>


name: Voluminous Vocabulary
school: divination
casting_time: 1 standard action
components: V, S, M (a quill)
range: touch
target: creature touched
duration: 8 hours (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 2, cleric 3, inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, witch 3

description:
<p>You choose any language (except for secret languages, such as Druidic). The target gains the ability to speak, understand, read, and write that language. When you cast this spell, you can attempt a DC 15 <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> check. If you succeed, choose an additional language, plus one more language for every 10 by which your check result exceeded the DC.</p><p>Written material can be read at the rate of one page (250 words) per minute. As with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages/">comprehend languages</a>, this spell doesn’t impart insight into material the target read, just the literal meaning, and it doesn’t allow the target to read magical writing or decipher codes.</p><p>If the target lacks the mental capacity to grasp a language, it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell endows the target merely with a temporarily enhanced vocabulary, the person offering instructions to nonsentient creatures must take care to avoid metaphors or any other ambiguity.</p>


name: Vomit Swarm
level: alchemist 2, witch 2
school: conjuration (summoning)
casting_time: 1 standard action
components: S
range: personal
effect: one swarm of spiders
duration: 1 round/level
description:
<p>You vomit forth a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/spider-swarm">swarm of spiders</a> that attacks all other creatures within its area. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> begins adjacent to you, but if no living creatures are within its area, it moves in one direction of your choosing at its normal speed.</p><p>You can move the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> or change the swarm’s direction by spending a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to concentrate on the swarm, otherwise it continues moving in its current direction. If your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is at least 7th, you can vomit forth a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/bees-and-wasps/wasp/wasp-swarm">swarm of wasps</a> instead. Finally, if your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is at least 13th, you can vomit forth a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/ant/army-ant-swarm">swarm of army ants</a>.</p>


name: Vomit Twin
level: alchemist 3, magus 3, sorcerer/wizard 4, summoner 3
school: conjuration (creation, teleportation)
casting_time: 1 standard action
components: V, S
range: personal
effect: creates one ooze duplicate of the caster
duration: 1 round/level
description:
<p>Upon casting this spell, you vomit forth a disgusting ooze copy of yourself into a single adjacent square. As long as the twin exists, whenever you take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to move, the twin can move as well, although it does not need to follow you and cannot take any other actions. On subsequent rounds, at the start of your turn, you can instantaneously exchange places with your twin, as if using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/t/teleport">teleport</a>. This is not an action and does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>.</p><p>The twin has a speed of 30 feet and provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> from movement as normal. It has an AC equal to 10 + 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If the twin is reduced to 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, it is destroyed, although you can create a new one on your turn as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> as long as the duration persists. You cannot have more than one vomit twin at a time.</p>


name: Vortex
level: druid 7, shaman 7, sorcerer/wizard 7
school: evocation [water]
casting_time: 1 standard action
components: V, S, M/DF (a stirring spoon)
range: long (400 ft. + 40 ft./level)
effect: whirlpool 50 ft. deep, 30 ft. wide at top, and 5 ft. wide at base
duration: 1 round/level (D)
saving_throw: Reflex negates, see text
spell_resistance: yes
description:
<p>You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell’s effect. Any Large or smaller creature that comes in contact with the spell effect must succeed on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed.</p><p>You may direct the whirlpool to eject any carried creatures whenever you wish. A boat that is equal in length or shorter than the vortex’s width that passes through a vortex takes 6d6 points of damage and is caught up by the current. If the boat’s captain makes a DC 25 <a href="https://www.d20pfsrd.com/skills/profession">Profession</a> (sailor) check (or if the boat is longer than the vortex’s width), the boat takes only half damage and is not caught up by the vortex.</p>


name: Waft
level: cleric 5, druid 5, magus 5, occultist 5, shaman 5, sorcerer/wizard 5, spiritualist 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (a dandelion seed)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p class="description">You make the targets light enough to be carried by wind.</p><p>Creatures affected by this spell suffer cumulative penalties for attacking as if under the effects of levitate unless they have a fly speed. Treat each target as two size categories lighter for the purposes of being checked or blown away by wind. If a target has a fly speed, it can fly overland at the wind’s speed in the same direction as the wind by succeeding at a DC 20 <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> check. If a creature flying overland this way attempts to change direction, it risks being blown away as usual. By linking hands or creating a connection with <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Rope">rope</a>, creatures affected by this spell can be towed through the air by a flying creature as if each weighed only one-eighth its actual weight.</p>


name: Wail of the Banshee
level: shaman 9, sorcerer/wizard 9, witch 9
school: necromancy [death, sonic]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one living creature/level within a 40-ft.-radius spread
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.</p>


name: Wake of Light
level: paladin 2
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF
range: 120 ft.
effect: a 10-ft.-wide path in a straight line, up to 120 ft. long
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
<p>You and your mount lay down a trail of glowing, heavenly mist behind you as you move that makes passage easier for <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> creatures but more difficult for <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> creatures. This glowing trail of mist appears behind your mount in a straight line starting where you cast the spell and ending where your mount ends its movement. The mist takes the form of a path 10 feet wide and up to 120 feet long and always floats just above the ground, up to a height of 1 foot. Thereafter, the mist persists for 1 round per level. </p><p><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">Good</a> creatures may walk along the top of the mist as if it were solid, treating squares of difficult terrain containing the mist as normal terrain. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">Evil</a> creatures find the mist thick and cloying, and treat squares of normal terrain containing the mist as difficult terrain instead. <a href="https://www.d20pfsrd.com/alignment-description/additional-rules">Neutral</a> creatures pass through the mist with no effect. The mist has no effect on obstacles or otherwise impassable terrain, and does not block sight or provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. </p><p>Except for very special circumstances (such as a celestial or fiendish mount), mounts use the alignment of their rider when determining how this spell affects them. You must be mounted to enjoy the benefits of this spell. If you dismount, get knocked off, or take any other action that separates you from your mount, the spell immediately ends, although the mist remains for the spell’s normal duration. </p><p>A wake of light cannot follow across water, underwater, or through the air in the case of a mount capable of walking on water, swimming, or flight. </p>


name: Walk the Plank
level: arcanist 5, sorcerer/wizard 5, summoner 5, summoner (unchained) 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a shark tooth and a splinter of a ship’s hull)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-by-20-ft. hole, 10 ft. deep/4 levels
duration: 1 round plus 1 round/level
saving_throw: Reflex negates (see text)
spell_resistance: no
description:
<p>This spell functions as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-pit">create pit</a>, except as noted here. All but the top 10 feet of the hole is filled with saltwater, reducing the fall damage for anyone falling into the pit to 1d3 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> and allowing Huge or larger creatures at the water’s surface to simply <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Pull-Ex-">pull</a> themselves out of the pit as part of a normal <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, without a <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> check. Additionally, the pit contains a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1">advanced</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark">shark</a> for every 4 caster levels you have (maximum four <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1">advanced</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark">sharks</a>). If desired, when you cast the spell, you can substitute two of the summoned <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark">sharks</a> for one <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/great-white-shark">great white shark</a>. These <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark">sharks</a> immediately attack any creature that falls into the pit, even you. If multiple creatures fall in the pit, the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark">sharks</a> attack randomly. When the spell ends, creatures inside the hole rise up with the bottom of the pit, as normal for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-pit">create pit</a>, but the conjured water and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark">sharks</a> <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/vanish">vanish</a>.</p>


name: Walk through Space
level: alchemist 6, magus 6, sorcerer/wizard 7, summoner 6, witch 7
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (a wren’s egg)
range: personal
target: you
duration: 1 round/level
description:
<p>When under the effects of this spell, you can <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/t/teleport">teleport</a> up to 30 feet as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. You must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/t/teleport">teleport</a> to a standing position from lying <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. Teleporting does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>.</p>


name: Wall of Blindness/Deafness
level: bard 4, cleric 5, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level
saving_throw: Fort negates
spell_resistance: yes
effect:
translucent wall 20 ft. long/level or a translucent ring with a radius of up to 5 ft./two levels; either form 20 ft. high

description:
<p>You create a translucent wall of energy, within which can be seen indistinct images of faces with their eyes or ears sewn shut. When you create the wall, decide whether it blinds or deafens. Any creature that passes through the wall must save or become permanently <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/b/blindness-deafness">blindness/deafness</a>).</p><p>The wall must be vertical and either rectangular or a ring. It need not touch the ground. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature when it is cast, the spell fails.</p>


name: Wall of Bone
level: antipaladin 4, bloodrager 4, cleric 4, psychic 4, sorcerer/wizard 4, spiritualist 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (a polished humanoid femur)
range: close (25 ft. + 5 ft./2 level)
effect: solid wall of humanoid bones with an area of up to one 5-ft. square/level
duration: 1 minute/level
saving_throw: none
spell_resistance: yes; see text
description:
<p>This spell creates a vertical wall of skeletal arms that attaches itself to any solid surface. The wall of bone works identically to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-stone">wall of stone</a> except as noted above and in this spell description. The wall of bone is 1 inch thick per 4 caster levels and composed of up to one 5-foot square per level. The wall created must be vertical, and must rest upon a firm foundation. It cannot be used to bridge a chasm, for instance, or to act as a ramp. Each 5-foot square of the wall has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 4 and 7 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per inch of thickness. A section of wall whose <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> drops to 0 is breached. If a creature tries to break through the wall with a single attack, the DC of the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check is equal to 15 + 2 per inch of thickness.</p><p>For each creature adjacent to the wall, the skeletal hands attempt 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> it. The skeletal hands do not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. They make their attacks at the start of your turn, when the wall is summoned, or when an enemy first moves adjacent to the wall. The skeletal hands’ <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>, and they can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> a Huge or smaller creature with no penalty.</p><p>If the wall successfully grapples a foe, that foe takes 1d6 points of damage and gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition. Grappled opponents cannot move without first breaking the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>. All other movement is prohibited unless the creature breaks the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> first. The wall cannot move or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a> foes. Each round the wall succeeds 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, it deals 1d6 additional points of damage. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> of the wall, 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>.</p>


name: Wall of Brine (Merfolk)
level: druid 4, magus 4, ranger 3, shaman 4, sorcerer/wizard 4
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M/DF (a bit of coral)
range: medium (100 ft. + 10 ft./level)
effect: wall up to 10 ft./level long and 5 ft./level high (S)
duration: concentration + 1 round/level
saving_throw: none; see text
spell_resistance: yes
description:
<p>You conjure a 5-foot-thick wall of seawater with a powerful current flowing toward one side of the wall, selected by you; a creature attempting to swim against this current must spend 4 squares of movement to enter a square of the wall. A creature that begins its turn in the wall is ejected in the direction of the current just before it acts. The wall provides <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> against attacks from out of the water, as usual for a body of water. The water and the currents deflect physical ranged attacks into or through the wall, unless a weapon used is exceptionally massive (such as a siege engine). A creature submerged in the wall takes the usual penalties for underwater combat. The wall blocks gases and liquids and prevents water from mixing at its edges.</p>


name: Wall of Clockwork
level: cleric 5, sorcerer/wizard 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: wall of bronze clockworks whose area is up to one 5-ft.-square/level (S)
duration: 1 minute/level
saving_throw: Reflex half or Reflex negates; see text
spell_resistance: yes
description:
<p>An immobile, vertical wall of spinning cogs and gears springs into existence. Any creature passing through the wall takes 1d6 points of piercing and slashing damage per 2 caster levels (maximum 10d6); a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves the damage.</p><p>The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.</p><p>A <i>wall of clockwork</i> provides <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> (+4 bonus to AC, +2 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves) against attacks made through it.</p><p>A <i>wall of clockwork</i> is 1 inch thick per 4 caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per inch of thickness and <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 9.</p><p>A section of wall whose <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check is 25 + 2 per inch of thickness. If an attacker an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> of a natural 20 (and only a natural 20, regardless of the weapon’s threat range) and confirms the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> (even though the wall is otherwise immune to critical hits), that section of wall gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition. If already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a>, that section of wall is destroyed instead.</p><p>Bronze created by this spell is not suitable for use in the creation of other objects (even for the limited duration of the spell) and cannot be sold.</p>


name: Wall of Ectoplasm
level: cleric 5, psychic 5, sorcerer/wizard 5, spiritualist 5
school: evocation
casting_time: 1 standard action
components: V, S, M (small bit of gauze)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none, and Will negates; see text
spell_resistance: yes
effect:
opaque sheet of ectoplasm up to 10 ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level

description:
<p>You draw forth a massive veil of ectoplasm that roils with restless spirits. Immovable once formed, the <i>wall of ectoplasm</i> is 1 inch thick per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and covers up to a 10-foot-square area per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (so a 10th-level <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> can create a <i>wall of ectoplasm</i> 100 feet long and 10 feet high, a wall 25 feet long and 40 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion and need not be anchored, but must be created continuous and unbroken. The wall can’t include squares that have creatures within them, even if the creatures are on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>. The wall exists on both the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> and <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>, and blocks ethereal and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures from passing through it.</p><p>One side of the wall, selected by you, radiates a deeply foreboding and <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/menacing">menacing</a> aura from the writhing spirits within. The range of this <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect is 10 feet from the wall’s surface, and creatures that are in range when the wall is created or that later approach to within 10 feet 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> (or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> if they have 4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> or fewer) for 1 round per your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Each 10-foot square of the wall has 2 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per inch of thickness.</p><p>A section of the wall whose <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> drop to 0 is breached, but if a section is destroyed, the remaining ectoplasm in the wall immediately fills in any such hole created, reducing the wall’s overall size by one 10-foot square but remaining a contiguous barrier. The wall can also take the form of a sphere or hemisphere whose maximum radius is 1 foot per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and that is as hard to break through as the ectoplasmic plane form.</p>


name: Wall of Fire
level: bloodrager 4, druid 5, magus 4, shaman 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M/DF (a piece of phosphor)
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level
saving_throw: none
spell_resistance: yes
effect:
opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft./two levels; either form 20 ft. high

description:
<p>An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.</p><p>If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)</p><p><i>Wall of fire</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell. A permanent <i>wall of fire</i> that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.</p>


name: Wall of Force
level: magus 5, sorcerer/wizard 5
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (powdered quartz)
range: close (25 ft. + 5 ft./2 levels)
effect: wall whose area is up to one 10-ft. square/level
duration: 1 round /level (D)
saving_throw: none
spell_resistance: no
description:
<p>A <i>wall of force</i> creates an invisible wall of pure force. The wall cannot move and is not easily destroyed. A <i>wall of force</i> is immune to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>, although a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mage-s-disjunction">mage’s disjunction</a> can still dispel it. A <i>wall of force</i> can be damaged by spells as normal, except for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a>, which automatically destroys it. It can be damaged by weapons and supernatural abilities, but a <i>wall of force</i> has hardness 30 and a number of hit points equal to 20 per caster level. Contact with a <a class="magic-item" href="https://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/sphere-of-annihilation/">sphere of annihilation</a> or <a class="magic-item" href="https://www.d20pfsrd.com/magic-items/rods/rod-of-cancellation/">rod of cancellation</a> instantly destroys a <i>wall of force</i>.</p><p>Breath weapons and spells cannot pass through a <i>wall of force</i> in either direction, although <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door"><i>dimension door</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/t/teleport">teleport</a>, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually circumvent the wall by going around it, through material floors and ceilings). Gaze attacks can operate through a <i>wall of force</i>.</p><p>The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.</p><p><i>Wall of force</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: Wall of Ice
level: bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [cold]
casting_time: 1 standard action
components: V, S, M (a piece of quartz or rock crystal)
range: medium (100 ft. + 10 ft./level)
duration: 1 min./level
saving_throw: Reflex negates; see text
spell_resistance: yes
effect:
anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level

description:
<p>This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A <i>wall of ice</i> cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a <i>wall of ice</i>, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a <i>wall of ice</i> creates a great cloud of steamy fog that lasts for 10 minutes.</p><div style="margin-left: 40px">
<p><b>Ice Plane</b>: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a <i>wall of ice</i> 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.</p>
<p>Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check is 15 + caster level.</p>
<p>Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage + 1 point per caster level (no save).</p>
<p><b>Hemisphere</b>: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The <i>hemisphere</i> is as hard to break through as the <i>ice plane</i> form, but it does not deal damage to those who go through a breach.</p>
</div>


name: Wall of Iron
level: magus 6, sorcerer/wizard 6, summoner 5, unchained summoner 6
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a small iron sheet plus gold dust worth 50 gp)
range: medium (100 ft. + 10 ft./level)
effect: iron wall whose area is up to one 5-ft. square/level; see text
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
<p>You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.</p><p>A <i>wall of iron</i> is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5-foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check is 25 + 2 per inch of thickness.</p><p>If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check to push the wall over. Creatures with room to flee the falling wall may do so by making successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves. Any Large or smaller creature that fails takes 10d6 points of damage while fleeing from the wall. The wall cannot crush Huge and larger creatures.</p><p>Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena. Iron created by this spell is not suitable for use in the creation of other objects and cannot be sold.</p>


name: Wall of Lava
level: druid 8, sorcerer/wizard 8
school: conjuration (creation) [earth, fire]
casting_time: 1 standard action
components: V, S, M/DF (a chunk of dried lava)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level (D)
saving_throw: see text
spell_resistance: no
description:
<p>This spell creates a vertical <i>wall of lava</i> that is 1 inch thick for every 4 caster levels and composed of up to one 5-foot square per level. A <i>wall of lava</i>‘s maximum height cannot exceed half of its width (with a minimum height of 5 feet). The wall cannot be conjured so that it occupies the same space as a creature or object. A section of a <i>wall of lava</i> can be destroyed by damage (hardness 4, hp 90), but if a section is destroyed, the remaining lava in the wall immediately fills in any such hole created, reducing the wall’s overall size by one 5-foot square but remaining a contiguous barrier. Each time a weapon strikes a <i>wall of lava</i>, it takes 2d6 points of fire damage (or the creature who strikes the wall takes 2d6 fire damage if the attack was via an unarmed strike or natural attack).</p><p>A creature can move through a <i>wall of lava</i> as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> by making a DC 25 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check-failure indicates that the creature is pushed back out of the wall to the point he just attempted to leave. A creature with a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> speed can move through the wall using its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> speed. An attempt to move through a <i>wall of lava</i> inflicts 20d6 fire damage. A <i>wall of lava</i> also radiates heat as if it were a <i>wall of fire</i>, although the heat from a <i>wall of lava</i> radiates from both sides.</p><p>Once per round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can direct the <i>wall of lava</i> to erupt. This causes a plume of lava to fire at any target within 60 feet of either side of the wall, but reduces the wall’s overall size by 1d4 5-foot square sections. You must make a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit the target, which takes 10d6 points of fire damage on a hit. Holes created in a <i>wall of lava</i> from this effect instantly reseal, reducing the overall size of the wall.</p><p>All damage inflicted by physical contact with a <i>wall of lava</i> continues for 1d3 rounds after exposure ceases, but this additional damage is only half that dealt during actual contact (that is, 1d6 or 5d6 or 10d6 points per round).</p>


name: Wall of Light
level: druid 5, sorcerer/wizard 5
school: evocation [light]
casting_time: 1 standard action
components: V, S, M/DF (a chip of mica)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-high vertical sheet of light up to 5 ft. long/level
duration: 1 minute/level (D)
saving_throw: Fortitude partial, see text
spell_resistance: yes
description:
<p>An immobile, blinding curtain of white light that blocks line of sight springs into existence.</p><p>The wall sheds bright light to a range of 60 feet in all directions. A creature adjacent to the wall is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> as long as it remains adjacent plus an additional 1d4 rounds thereafter—closing its eyes or succeeding at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save negates the effect for 1 round. A creature that passes through the wall is automatically <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, even if its eyes are closed. A creature from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a> gains 1d4 <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> each round it spends within 5 feet of the wall (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> negates). Passing through the wall imposes a –4 penalty on the save for that round. Twenty-four hours after gaining these <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a>, the subject must attempt a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw for each <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a>. If a save succeeds, 1 <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> is removed. If it fails, the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> becomes permanent.</p><p>Wall of light can be made permanent with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/p/permanency">permanency</a> (with a minimum <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of 13th and cost of 11,000 gp).</p>


name: Wall of Mist
level: magus 3, shaman 3, sorcerer/wizard 3
school: conjuration (creation) [air]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: wall of thin fog 10 ft. long/level or dense fog 5 ft. long/level; either form 20 ft. high
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>With a whispered incantation, you conjure a stationary vertical wall of misty vapor. The wall is straight, is 1 foot thick, and has a length up to 10 feet per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The wall obscures vision, granting <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (20% miss chance) against creatures on the other side of the wall. A creature that shares a square with the wall counts as being on neither side of the wall and neither benefits nor suffers from the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>.</p><p>Alternatively, you can create a wall with increased density, but doing so reduces the maximum length of the wall to 5 feet per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>In addition to granting <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>, this denser wall also hinders movement. Any creature moving into or attempting to pass through the wall must succeed at a DC 15 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> (and unable to move) until the start of its next turn.</p><p>A creature that starts its turn in the wall can freely move within it or move out of the wall in either direction.</p><p>Only a severe or stronger wind (31+ mph) disperses the wall, and it does so in 1 round.</p>


name: Wall of Nausea
level: bard 3, psychic 3, sorcerer/wizard 3
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: transparent wall whose area is up to one 10-ft. square/level
duration: 1 round/level
saving_throw: see text
spell_resistance: no
description:
<p>You create a transparent, shimmering wall through which creatures and objects appear to be wildly distorted to viewers. Any creature that passes through the wall is immediately assailed by overwhelming vertigo, becoming <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1 round unless it succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save; if <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, the creature must also succeed at a DC 12 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check or fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. Creatures gain partial <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (20% miss chance) against creatures on the other side of the wall.</p><p>The wall must be vertical and rectangular. It need not touch the ground. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature when it is cast, the spell fails.</p>


name: Wall of Silver
level: bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6
school: abjuration [good]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: transparent wall 20 ft. high by up to 20 ft. long/level
duration: 1 round/level
saving_throw: see text
spell_resistance: yes
description:
<p class="desciption">You create a wall of translucent silver energy that hums and vibrates at the slightest touch.</p><p>Objects and nonevil creatures can pass through this wall without difficulty. However, spells and effects with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Evil">evil descriptor</a> treat this barrier as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-force">wall of force</a>, which blocks line of effect.</p><p>Evil creatures that pass through the wall take 3d6 points of damage + 1 point of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 3d6+20) and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round. Creatures of any <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> that are particularly vulnerable to silver (such as those with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> bypassed by silver, like <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Devil">devils</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/lycanthrope">lycanthropes</a>) instead take 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6), are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round, and are permanently <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>. A creature that succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces the damage by half and negates the blinding and staggering effects.</p><p>If you create a wall of silver so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by succeeding at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save.</p>


name: Wall of Sound
level: bard 4, bloodrager 4, magus 4, sorcerer/wizard 5
school: evocation [sonic]
casting_time: 1 standard action
components: V, S, M (a tuning fork and a quartz crystal)
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level
saving_throw: none
spell_resistance: yes
effect:
translucent wall of sound up to 20 ft. long/level or a ring of sound with a radius of up to 5 ft./two levels; either form 20 ft. high

description:
<p>A translucent barrier of pure sound springs into existence. This wall is silent except for a faint hum, but bursts with discordant noise when touched by an object or creature. The wall deflects arrows, bolts, loose debris, and Small or smaller flying creatures like a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wind-wall">wind wall</a> spell, except these things rebound harmlessly rather than being directed upward. The burst of discordant noise deals 2d4 points of sonic damage to creatures within 10 feet of the triggering object or creature; touching or passing through the wall deals 2d6 points of sonic damage + 1 point of sonic damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +20). If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/s/silence">silence</a> spell suppresses the wall within its area, but the wall reappears when the silence ends.</p>


name: Wall of Split Illumination
level: bard 3, cleric 3, sorcerer/ wizard 3, inquisitor 3, magus 3, occultist 3, shaman 3
school: evocation [darkness, light]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-high vertical sheet of illumination up to 5 ft. long/level
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>An immobile curtain of illumination springs into existence. When created, one side of the wall (designated by you) radiates bright light to a range of 60 feet away from that side while the other side radiates darkness to an equal distance. This effect alters the illumination level by up to two steps toward either bright light (the light side) or darkness (the dark side). The wall also obstructs vision through it, regardless of which side of the wall the viewer is on.</p><p>Whereas the shadows that permeate the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> merely denote the absence of light, the darkness of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a> is in part created by the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Negative-Energy-Plane">Negative Energy Plane</a>. The <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a> is home to beings and structures twisted by this influence into pale, quasi-real reflections of true creatures and objects <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Native">native</a> to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>. Closely tied to the forces that animate <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> and abounding with phantasmal figments, shadow magic is heavily associated with the schools of <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> and <a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">necromancy</a>. The following new spells use the energy of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a> to fuel their effects.</p>


name: Wall of Stone
level: cleric/oracle 5, druid 6, magus 5, shaman 6, sorcerer/wizard 5, summoner 4, unchained summoner 5
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M/DF (a small block of granite)
range: medium (100 ft. + 10 ft./level)
effect: stone wall whose area is up to one 5-ft. square/level (S)
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
<p>This spell creates a wall of rock that merges into adjoining rock surfaces. A <i>wall of stone</i> is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.</p><p>Unlike a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-iron"><i>wall of iron</i></a>, you can create a <i>wall of stone</i> in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenelations, battlements, and so forth by likewise reducing the area.</p><p>Like any other stone wall, this one can be destroyed by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a> spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has hardness 8 and 15 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check is 20 + 2 per inch of thickness.</p><p>It is possible, but difficult, to trap mobile opponents within or under a <i>wall of stone</i>, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves.</p>


name: Wall of Suppression
level: sorcerer/wizard 9
school: abjuration
casting_time: 1 standard action
components: V, S, M (powdered adamantine worth 1,000 gp)
range: medium (100 ft. + 10 ft./level)
effect: anti-magic wall occupying up to two 5 ft. cubes/level (S)
duration: 10 minutes/level; see text
saving_throw: none
spell_resistance: no
description:
<p>You create a wall of glittering motes that suppresses or even negates any magical effect passing through it. The wall appears to have no actual substance and does not physically obstruct or impede anything attempting to move through it. However, the wall exerts a powerful anti-magical effect. Any magic item or magical spell or effect of your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or lower that passes through the wall is suppressed for 1 round per level.</p><p>Spells or effects with durations expire normally, even while thus suppressed. A spell or effect with a duration greater than that of the suppression effect resumes functioning normally when the suppression ends. The wall affects all magical effects, including spells, spell-like abilities, magical items, and any effects stemming from them that pass through the wall. The wall does not suppress a creature’s ability to cast spells, use spell-like abilities, or any other sort of limited-use abilities even if the wall suppresses a particular application of those abilities. However, if a creature with magical abilities that are constant or otherwise always active passes through the wall, those abilities are suppressed for the normal duration.</p><p>The wall blocks line of effect, so no spell or effect can pass through the wall, but it does not block line of sight. Magic items or spell effects with a higher <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> than yours are unaffected by the <i>wall of suppression</i>. The wall does not affect artifacts, anything stemming from the direct action of a deity, or similarly powerful sorts of magic.</p>


name: Wall of Thorns
level: druid 5, shaman 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: wall of thorny brush, up to one 10-ft. cube/level (S)
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>A <i>wall of thorns</i> spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a <i>wall of thorns</i> takes piercing damage per round of movement equal to 25 minus the creature’s AC. <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and dodge bonuses to AC do not count for this calculation. (Creatures with an AC of 25 or higher, without considering <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and dodge bonuses, take no damage from contact with the wall.)</p><p>You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.</p><p>Creatures can force their way slowly through the wall by making a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.</p><p>Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a <i>wall of thorns</i> at normal speed without taking damage.</p><p>A <i>wall of thorns</i> can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.</p>


name: Wandering Star Motes
level: bard 4, shaman 4, sorcerer/wizard 4, witch 4
school: illusion (pattern) [light, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a sprinkle of flash powder)
range: close (25 ft. + 5 ft./2 levels)
duration: 1/round per level
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>You create sparkling motes of bright light that shoot toward the target and swirl around it in a complex pattern. The pattern clearly outlines the target and radiates light as if it were a sunrod, negating any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> for the target. The target must make a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If the target fails its save, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> for 1 round and must make another save on its next turn or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> again for 1 round. The target must continue making <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves each round. If a target makes its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, the <i>wandering star motes</i> jump to the nearest enemy within 30 feet, who must now make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves every round or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a>. Any time a target makes its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, the <i>wandering star motes</i> jump to the next nearest enemy within 30 feet.</p><p>A given creature can only be affected by the <i>wandering star motes</i> once; once a target has successfully saved against the spell, it cannot be affected again. If there are no new targets within 30 feet of a target that has successfully made its save, the spell immediately ends. The spell only affects enemy creatures; your allies are not affected.</p>


name: Wandering Trail
level: druid 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: 1 mile/level
target: up to one creature/level within 180 feet
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You cause the trail left by the targets within range to automatically reroute, potentially taking any course within the area. Your modification of the trail within the spell’s area can result in a trail at least half the original length or up to twice the original length. If the trail continues beyond the spell’s range, you must leave it connecting at that point on the edge of the spell’s range. If a tracking creature exceeds the DC of the skill check to follow the trail by an amount equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, the tracker recognizes that the trail has been manipulated by this spell, although it cannot see the trail’s true nature unless it uses magical means, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/true-seeing">true seeing</a>.</p>


name: Wandering Weather
level: cleric 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8
school: transmutation
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/control-weather">control weather</a> except you can opt for the weather to remain centered on you as you move.</p>


name: Ward Shield
level: cleric 4, inquisitor 4, magus 4, sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: shield touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>With a touch, you enchant a shield and enable it to protect its wielder from hostile spells.</p><p>The shield grants spell resistance 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> against spells so long as the shield can be interposed between the wielder and the spell effect. A spell shield does not provide spell resistance against area effect spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/f/fireball">fireball</a>, but does provide a +5 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throws against such spells.</p>


name: Ward of the Season
level: cleric 4, druid 3, ranger 3, shaman 3, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: one creature
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>This spell harnesses the power of the seasons to protect the target and grant a number of bonuses. This spell has one of four different effects. The caster of the spell can select any one of the following four effects, but can change the effect as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> that reduces the total remaining duration by 1 hour.</p><div style="margin-left:40px">
<p><i>Spring</i>: The target is wrapped in light vines, culminating in a crown of bright, beautiful flowers. While the spell remains in effect, the target is immune to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> effects and regains 1 hit point per round whenever below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, as long as the target is still alive. This stabilizes the target. For each hit point restored in this way, the spell’s total remaining duration is reduced by 1 hour.</p>
<p><i>Summer</i>: The target is surrounded by tiny motes of light. While the spell remains in effect, the target’s base speed increases 10 feet. The target may instead increase its base speed by 30 feet for 1 round by reducing the spell’s total remaining duration by 1 hour.</p>
<p><i>Fall</i>: A cloak of autumn leaves appears on the target. While the spell remains in effect, the target gains 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-Fortitude">Fortitude</a> saves. The target can decide to roll twice on any saving throw against <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> and take the higher result by reducing the spell’s total remaining duration by 1 hour.</p>
<p><i>Winter</i>: A flutter of snow and crisp air surrounds the target. While this spell remains in effect, the target automatically succeeds at <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> skill checks made to avoid falling while moving across slick or narrow surfaces. The target can move freely through difficult terrain for 1 round by reducing the spell’s remaining duration by 1 hour. Difficult terrain created by magic affects the target normally.</p>
</div>


name: Ward the Faithful
level: inquisitor 3
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
area: 10-ft.-radius emanation from touched creature
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>All creatures within the area who worship the same god as you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Resistance">resistance bonus</a> on all saves. At 12th level, these bonuses increase to +3. At 18th level, the bonuses increase to +4. </p><p>If you do not worship a specific deity, the bonuses apply to those who share your faith. If you do not have a specific faith or religion, the spell provides benefits only to yourself. Enemies gain the benefits of this spell if they worship the same god or share the same faith as you, even if you view them as heretical. </p>


name: Warding Weapon
level: bloodrager 1, magus 1, occultist 1, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: abjuration
casting_time: 1 standard action
components: V, S, F (one melee weapon you are proficient in and you are holding)
range: personal
target: you
duration: 1 round/level
description:
<p>The focus of this spell flies upward above your head and takes a defensive position within your space. It lunges at opponents, as if guided by a martially trained hand, parrying and turning back melee attacks aimed at you, but does not strike back at any opponent nor does it damage them. The weapon serves only as a defense. While it protects you, you can cast spells without provoking <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, without the need to cast them defensively. A creature with the <a href="https://www.d20pfsrd.com/feats/combat-feats/disruptive-combat">Disruptive</a> feat can easily bypass this spell’s defenses. You provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> for casting spells against these creatures even when subject to this spell, though you can still choose to cast defensively.</p>


name: Warp Metal
level: bloodrager 4, cleric 4, druid 4, medium 4, occultist 4, psychic 4, sorcerer/wizard 4
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a twisted wire)
range: close (25 ft. plus 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You cause metal to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a successful <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check to open, at your option). A vehicle grinds to a halt and ceases to operate. Warped ranged weapons are useless. A warped melee weapon imposes a –4 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>.</p><p>You can warp one Small or smaller object or its equivalent per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. A <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/medium">Medium</a> object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32.</p><p>Alternatively, you can unwarp metal (effectively warping it back to normal) with this spell. <a href="https://www.d20pfsrd.com/magic/all-spells/w/m/make-whole" style="font-style: italic">Make whole</a>, on the other hand, does nothing to repair a warped item.</p><p>You can combine multiple consecutive castings of warp metal to warp (or unwarp) an object that is too large for you to warp with a single casting. Until the object is completely warped, it suffers no ill effects.</p>


name: Warp Wood
level: druid 2, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 Small wooden object/level, all within a 20-ft. radius
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.</p><p>You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32.</p><p>Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/m/make-whole"><i>Make whole</i></a>, on the other hand, does no good in repairing a warped item.</p><p>You can combine multiple consecutive <i>warp wood</i> spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects.</p>


name: Wartrain Mount
level: antipaladin 1, bard 2, druid 2, inquisitor 1, paladin 1, ranger 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 minute
components: V, S, M (a swatch of black cloth)
range: close (25 ft. + 5 ft./2 levels)
target: one indifferent or friendly animal
duration: 1 hour/level
saving_throw: none
spell_resistance: yes
description:
<p>You instill the target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> with the combat training general purpose (see <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a>). This supersedes the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal’s</a> previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous trained purpose and known tricks.</p>


name: Watchful Animal
level: druid 4, ranger 4, shaman 4, sorcerer/wizard 4, witch 4
school: divination (scrying)
casting_time: 10 minutes
components: V, S, M/DF (a desiccated fly)
range: medium (100 ft. plus 10 ft./level)
effect: magical sensor
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
<p>You place a scrying sensor on your <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>.</p><p>This allows the <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> to function as if it were an insect summoned by the greater insect spy spell. The <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> does not <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Change-Shape-Su-">change shape</a>, nor does it lose the ability to make its own decisions, but it receives orders and gives answers as per insects summoned by that spell, and you can sense its direction and distance and receive sensory input from it as with that spell.</p>


name: Watchful Eye
level: cleric/oracle 1, paladin 1 (Folgrit)
school: abjuration
casting_time: 1 standard action
components: V, S, F (a pair of silver or gold rings worth 10 gp, worn by both you and the target)
duration: 1 minute/level
description:
<p>This spell emulates Folgrit’s motherly protection. It functions as shield other, except as noted above, and you must maintain line of effect to the target.</p>


name: Water Breathing
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (short reed or piece of straw)
range: touch
target: living creatures touched
duration: 2 hours/level; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, magus 3, psychic 3, shaman 3, sorcerer/wizard 3, summoner/unchained summoner 3

description:
<p>The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.</p>


name: Water Shield
level: cleric/oracle 4, druid 3, sorcerer/wizard 4
school: evocation [acid, water]
casting_time: 1 standard action
components: V, S, M/DF (1 cup of water)
range: personal
target: you
duration: 1 round/level (D)
description:
<p>This spell surrounds you in a spout of clear acid that aids in defecting attacks and damages creatures that attack you in melee. The constantly upward-rushing waters grant you a measure of protecting, shielding you so you only take half damage from acid and fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save. </p><p>Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage + 1 point per 2 caster levels (maximum +10). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.</p>


name: Water Walk
level: cleric/oracle 3, medium 2, psychic 3, ranger 3, shaman 3, witch 3
school: transmutation [water]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creatures touched
duration: 10 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.</p><p>If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.</p>


name: Water of Maddening
level: alchemist 2, antipaladin 2, cleric 3, druid 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (250 gp of powdered amber)
range: close (25 ft. + 5 ft./2 levels)
effect: up to 1 flask per 2 levels
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: no
description:
<p>This spell generates what appears to be clear, pure water, but it is in fact a foul secretion known as <em>water of maddening</em>. The liquid functions in all the same ways as <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">unholy water</a> (see <a href="https://www.d20pfsrd.com/magic/all-spells/c/curse-water" style="font-style: italic">curse water</a>).</p><p>In addition, any creature that is anointed with or drinks this fluid must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (drinking the <em>water of maddening</em> is particularly effective—a creature that drinks the liquid takes a –4 penalty on its save to resist its effects). Success causes the creature to become violently ill, vomit up the fluid, and become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d4 rounds. Failure indicates the water takes root and wreaks havoc on the victim’s mind (dealing 1d6 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Intelligence damage</a>) and twists and deforms its body (dealing 1d6 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Dexterity damage</a>). The subject’s <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-Intelligence-Int-">Intelligence</a> cannot drop below 1 as a result of this effect. Casting this spell creates approximately 2 ounces—enough for one dose or, if bottled, one use as a thrown weapon.</p><p>The fluid can be created and stored indefinitely, though it cannot be created inside a creature. Extensive exposure to the <em>water of maddening</em> (such as drinking nothing else for months at a time) can have other long-term effects on the target, including the development of monstrous deformities or even total transformation into a beast, depending on the GM’s discretion (these mutations are rarely, if ever, beneficial to the victim).</p>


name: Waterproof
school: abjuration [water]
casting_time: 1 standard action
components: V, S
range: touch
target: one touched creature, or one touched object of up to 10 lbs/level
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 1, bard 1, bloodrager 1, cleric 1, druid 1, magus 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1

description:
<p>This spell renders a touched object waterproof for the duration of the spell. The object must be no larger than 10 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The spell protects the object from any mundane liquids (such as alcohol or oil) but not from magically created liquids.</p><p>If this spell is cast on a creature, all of that creature’s equipment is rendered waterproof as long as it is carried by the target creature. If the creature drops or discards an item, the item is no longer protected by this spell, even if the targeted creature picks it up later.</p><p>Mundane combustibles under the effects of this spell still need exposure to air in order to ignite.</p>


name: Wave Form
school: transmutation [water]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: instantaneous
saving_throw: see text
level:
arcanist 4, bloodrager 4, cleric 4, druid 4, hunter 4, oracle 4, shaman 4, sorcerer 4, warpriest 4, wizard 4

description:
<p class="description">You transform into a wave of frothing water up to 15 feet wide and 15 feet tall, as space permits, and then surge forth in a straight line in the direction of your choice, moving up to twice your base movement speed before immediately returning to your normal form. This movement does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. While in wave form, you are immune to weapon attacks and attacks that target a specific number of creatures (since the spell is instantaneous, this is mainly relevant for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">readied</a> actions and the like). All creatures and unattended objects in your path take 4d6 points of bludgeoning damage and are knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save prevents a creature from being knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>.</p>


name: Wave Shield
level: bloodrager 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
school: abjuration [water]
casting_time: 1 immediate action
components: V
range: personal
target: you
duration: 1 round or until discharged
description:
<p>You create a rushing torrent of water in the rough outline of a shield. The water protects you from one physical or fire attack, granting you <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/— and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">fire resistance</a> equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (minimum 1) on that attack. Once the spell has reduced the damage of one attack against you, it is discharged.</p>


name: Waves of Blood
level: bloodrager 3, magus 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a drop of the caster’s blood)
range: 30 ft.
area: cone-shaped burst
duration: instantaneous and 1 round; see text
saving_throw: Reflex negates, Fort negates (see text)
spell_resistance: no
description:
<p>You cause torrents of roiling blood to push your opponents away from you. This wave attempts 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> against all creatures within its area of effect, and you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> creatures of any size in this way. Attempt a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check and apply the result to each creature within the area. 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-Bull-Rush">bull rush</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. This <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> doesn’t provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. Any creature in the area must also succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d6 rounds by the tide of blood.</p><p>The area covered by the cone remains slick for 1 round, requiring a successful DC 10 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check from any creature attempting to move within it (as if moving on uneven ground).</p><p>Any creature that falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> due to failing the check must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> until it stands back up.</p>


name: Waves of Ecstasy
level: bard 6, cleric/oracle 7, sorcerer/wizard 7, witch 7
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: 1 round/level; see text
saving_throw: Will partial (see text)
spell_resistance: yes
description:
<p>You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for the remainder of the spell. A creature that makes its save is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for the first round and can act normally thereafter.</p>


name: Waves of Exhaustion
level: sorcerer/wizard 7, witch 7
school: necromancy
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: no
spell_resistance: yes
description:
<p>Waves of negative energy cause all living creatures in the spell’s area to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>. This spell has no effect on a creature that is already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>.</p>


name: Waves of Fatigue
level: sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: no
spell_resistance: yes
description:
<p>Waves of negative energy render all living creatures in the spell’s area <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>. This spell has no effect on a creature that is already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p>


name: Weaken Powder
level: druid 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (an empty paper cartridge)
range: close (25 ft. + 5 ft./2 levels)
target: 1 loaded firearm
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>Ammunition in the target firearm generates less of an explosive <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a> when fired. With such ammunition, the firearm’s range increment is halved and the firer takes a –2 penalty on damage rolls. If aware of this spell’s effect prior to firing the altered ammunition (a DC 16 <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check to identify the spell being cast or similar effect), the firearm’s user can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to clear the altered ammunition from the firearm. Doing so destroys that ammunition.</p>


name: Weapon of Awe
level: cleric/oracle 2, inquisitor 2, paladin 2
school: transmutation [emotion]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1 round with no Saving Throw. </p><p>This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition. </p><p>You can’t cast this spell on a natural weapon, but you can cast it on an unarmed strike. </p>


name: Weapons Against Evil
level: cleric/oracle 1, inquisitor 1, paladin 1
school: transmutation
casting_time: 1 standard action
components: V, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fort negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>Each weapon this spell affects each shines with pale light that dimly illuminates a 5-foot square. These weapons also ignore the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> of evil creatures that have <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5 or lower, as long as the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> is not <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/epic.</p>


name: Weaponwand
level: bard 1, cleric 1, inquisitor 1, magus 1
school: transmutation
casting_time: 1 round
components: V, S, F (a magic wand )
range: touch
target: one weapon
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>When you cast this spell on a weapon, you cause a portion of the weapon to open like the skin of a partially peeled apple, revealing a space large enough to insert a single <a class="spell" href="https://www.d20pfsrd.com/magic-items/wands">wand</a> within. As part of the spell’s casting, you can insert a single <a class="spell" href="https://www.d20pfsrd.com/magic-items/wands">wand</a> into the weapon, at which point the weapon returns to its original form with the wand held inside of it without negatively impacting the weapon’s integrity. For the spell’s duration, a character who wields the transmuted weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> to successfully strike a foe, you may make the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.</p><p>At the end of the spell’s duration, the encased wand is ejected from the weapon. If you have a free hand, you may catch the weapon as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>; otherwise, the wand drops to the ground. If the weapon housing the wand is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> or destroyed during the duration of weaponwand, the encased wand is similarly <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> or destroyed.</p>


name: Web
level: magus 2, sorcerer/wizard 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (spider web)
range: medium (100 ft. + 10 ft./level)
effect: webs in a 20-ft.-radius spread
duration: 10 min./level (D)
saving_throw: Reflex negates; see text
spell_resistance: no
description:
<p><i>Web</i> creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> by the sticky fibers. Attacking a creature in a web doesn’t cause you to become grappled.</p><p>Anyone in the effect’s area when the spell is cast must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition, but can break free by making a combat maneuver check or <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check as a standard action against the DC of this spell. The entire area of the web is considered <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-5-Feet-through-Difficult-Terra">difficult terrain</a>. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell’s DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.</p><p>If you have at least 5 feet of web between you and an opponent, it provides <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a>. If you have at least 20 feet of web between you, it provides total cover.</p><p>The strands of a <i>web</i> spell are flammable. A <i>flaming weapon</i> can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.</p><p><i>Web</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.</p>


name: Web Bolt
level: bloodrager 1, magus 1, sorcerer/wizard 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: fist-sized blob of webbing
duration: 1 min./level
saving_throw: Reflex negates; see text
spell_resistance: no
description:
<p>You launch a ball of webbing at a target, which must make a save or be affected as if by a <a href="https://www.d20pfsrd.com/magic/all-spells/w/web/" style="font-style: italic">web</a> spell occupying only the creature’s space. If the creature saves or breaks free of the webbing, the remaining webs dissolve and the square is not considered difficult terrain. The spell has no effect if the target is not on or adjacent to a solid surface that can support the webbing.</p>


name: Web Cloud
level: sorcerer/wizard 4, witch 4
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 minute/level
saving_throw: Reflex partial; see text
spell_resistance: no
description:
<p>You create a cloud of flame-resistant strands of adhesive webbing that billows and flows much like a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/c/cloudkill">cloudkill</a> spell. The cloud moves away from you at a rate of 10 feet per round, rolling along the surface of the ground.</p><p>Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where the caster cast the spell. Creatures trapped in the webbing remain trapped even after the cloud passes, but the area the cloud leaves behind does not count as difficult terrain.</p><p>Because the webbing is heavier than air, it sinks to the lowest level of the land, even pouring down den or sinkhole openings. The cloud of webbing cannot penetrate liquids, nor can it be cast underwater. The cloud otherwise acts like a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/web">web</a> spell. A creature in the cloud at the start of its turn must save against the cloud or be affected. The webbing of this spell is flammable (see the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/web">web</a> spell), but has fire <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 5.</p>


name: Web Shelter
school: conjuration (creation)
casting_time: 1 minute
components: V, S, DF
range: close (25 ft. + 5 ft./two levels)
effect: 5 ft.–10 ft. diameter web sphere or 5 ft.–20 ft. hemisphere
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
level:
cleric/oracle 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2

description:
<p>You create a shelter of slightly sticky webbing. The shelter has a hinged door large enough to accommodate a Medium creature. The opaque walls of the shelter measure 1 inch thick and provide total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> to anyone within it.</p><p>Only Fine creatures with negligible <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> can be caught in the webbing (including <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarms</a>); all other creatures can pull themselves free without making a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check or taking an action. The webbing is sticky enough to hold twigs, leaves, dirt, and other light items, allowing you to conceal the shelter. The shelter is watertight and insulated when the door is closed. Its surface has a <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> of 0 and 2 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> for every 5-foot square of web surface area. It takes normal damage from fire and burns as easily as wood. When the spell ends, the webbing decays rapidly and disappears.</p>


name: Weird
level: sorcerer/wizard 9
school: illusion (phantasm) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/p/phantasmal-killer"><i>phantasmal killer</i></a>, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.</p><p>If a subject’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save succeeds, it still takes 3d6 points of damage and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round. The subject also takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> damage.</p>


name: What Grows Within
school: necromancy [evil]
casting_time: 1 swift action
components: V
range: personal
effect: you
duration: 1 round/level
saving_throw: see text
spell_resistance: no
level:
arcanist 6, bard 6, cleric/oracle 6, druid 6, hunter 6, mesmerist 6, psychic 6, skald 6, sorcerer/wizard 6, warpriest 6, witch 6

description:
<p>You infuse yourself with the essence of the Inmost Blot and gain a +3 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throws for the spell’s duration. When you prepare what grows within for the first time, or the first time you use it via a spell-completion or spell-trigger item, you can thereafter be targeted by the infected dreams ability. As long as you are under the effects of what grows within, your <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> spells carry this <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> taint within them and can infect those who succumb to those effects. Whenever you successfully affect a creature with one of your <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> spells (this requires the target to fail its saving throw against the spell if the spell allows a save, but automatically affects a target if the spell does not allow a saving throw), that target must also succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw against what grows within or it immediately becomes afflicted by a lesser version of seeded infestation. This infestation does not expose the victim to infectious dreams, but it can ultimately result in that creature’s <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/transformation">transformation</a> into one of the seeded. Each time you affect a creature with what grows within in this manner, the remaining duration of what grows within is reduced by 1 round. If you affect multiple creatures in a round, you choose the order in which they must save against the effects of what grows within, and reduce the spell’s remaining duration by 1 round each time one of them is affected by the infestation.</p><p><b>Lesser Seeded Infestation</b>—<em>save</em> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> DC = spell’s save DC; <em>onset</em> immediate; frequency 1/day; effect 1d4 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Constitution drain</a>; cure none. This infestation can be cured by magic alone. A creature whose <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> is reduced to 0 by this infestation dies and rises from death in 1d4 rounds as a seeded creature. This is an infestation effect.</p>


name: Whip of Ants
level: bard 6, druid 6, sorcerer/wizard 6, summoner/unchained summoner 6, witch 6
school: conjuration (summoning)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/whip-of-spiders"><i>whip of spiders</i></a>, except it summons army ants, and any creature you strike with the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> takes <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> damage as if it were attacked by an army <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/ant/army-ant-swarm">ant swarm</a> (3d6 points of damage plus <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Distraction-Ex-">distraction</a>). If you transform the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> into an army <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/ant/army-ant-swarm">ant swarm</a>, it has 16 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>.</p>


name: Whip of Centipedes
level: bard 5, druid 5, sorcerer/wizard 5, summoner/unchained summoner 5, witch 5
school: conjuration (summoning)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/whip-of-spiders"><i>whip of spiders</i></a>, except it summons <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede">centipedes</a>, and any creature you strike with the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> takes <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> damage as if it were attacked by a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede/centipede-swarm">centipede swarm</a> (2d6 points of damage plus <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Distraction-Ex-">distraction</a>). If you transform the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> into a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede/centipede-swarm">centipede swarm</a>, it has 10 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>.</p>


name: Whip of Spiders
level: bard 2, druid 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M/DF (a square of red cloth)
range: 0 ft.
effect: whiplike swarm
duration: 1 round/level (D (see text)
saving_throw: none
spell_resistance: yes
description:
<p>You summon hundreds of Diminutive <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider">spiders</a>, which cling together in the form of a whip made for a creature of your size. You can wield this object as if it were an actual <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a>, except you make a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> with it instead of a regular attack. Any creature you strike with the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> takes <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> damage as if it were attacked by a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/spider-swarm">spider swarm</a> (1d6 points of damage plus <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Distraction-Ex-">distraction</a>). The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> is able to damage creatures with armor or <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a>, even if a normal <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> could not. It cannot be used to make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> attacks, and (unlike a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a>) is subject to a miss chance for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a>.</p><p>The <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> is immune to all weapon damage, is never <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> or reduced to a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a> state by damage, and is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a>). The <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> takes half again as much damage from spells or effects that affect an area, but since it is considered part of your gear, it takes damage only if you fail a saving throw on a 1 or if it is specifically targeted by an opponent. The <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> does not have a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm’s</a> susceptibility to high winds.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can transform the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> into a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/spider-swarm">spider swarm</a> (all squares of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> must be within 15 feet of you); thereafter it functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/s/summon-swarm">summon swarm</a>. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/spider-swarm">spider swarm</a> has 3 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> and persists in that form for 2 rounds or until the end of this spell’s duration, whichever comes first.</p>


name: Whirlwind
level: druid 8, shaman 8
school: evocation [air]
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
effect: cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
duration: 1 round/level (D)
saving_throw: Reflex negates; see text
spell_resistance: yes
description:
<p>This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if it comes back within range.)</p><p>Any Large or smaller creature that comes in contact with the spell effect must succeed on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.</p>


name: Whispering Lore
level: cleric 2, druid 1, psychic 1, ranger 1, witch 1
school: divination
casting_time: 1 full-round action
components: V, S, M/DF (an owl’s beak)
range: personal
target: you
duration: 10 minutes/level (D)
description:
<p>Upon casting this spell, you are able to gain knowledge from the land itself. As you walk through the <a href="https://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/">terrain</a>, it whispers information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information. This whispering grants you a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on a single <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill type appropriate to the type of terrain you are in. If you are within a cold, desert, forest, jungle, mountain, plains, swamp, or water environment, you gain the bonus on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nature) checks. If you are within an underground environment, you gain the bonus on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (dungeoneering) checks. If you are within an urban environment, you gain the bonus on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (local) checks. If you are on a plane other than the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>, you gain the bonus on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (planes) checks. If you enter a new terrain, you lose the previous terrain’s skill bonus and gain the new bonus.</p>


name: Whispering Wind
level: bard 2, inquisitor 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: 1 mile/level
area: 10-ft.-radius spread
duration: no more than 1 hour/level or until discharged (destination is reached)
saving_throw: none
spell_resistance: no
description:
<p>You send a message or sound on the wind to a designated spot. The <i>whispering wind</i> travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A <i>whispering wind</i> is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.</p><p>You can prepare the spell to bear a message of no more than 25 words, cause the spell to deliver other sounds for 1 round, or merely have the <i>whispering wind</i> seem to be a faint stirring of the air. You can likewise cause the <i>whispering wind</i> to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.</p><p>When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-mouth/">magic mouth</a>, whispering wind</i> cannot speak verbal components, use command words, or activate magical effects.</p>


name: Wicker Horse
level: occultist 2, shaman 2, summoner 2, summoner (unchained) 2, witch 2
school: conjuration (creation)
casting_time: 10 minutes; see text
components: V, S, M/DF (a reed or twig)
range: touch
effect: a horselike wicker construct
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>Reeds, grasses, creepers, or thin tree branches (your choice) that you touch animate, twisting and bending to form a wicker horse complete with a riding <a href="https://www.d20pfsrd.com/equipment/goods-and-services/animals-animal-gear#TOC-Saddle">saddle</a>. The object is animated, but retains a wickerlike appearance.</p><p>A wicker horse has the statistics of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/horse">light horse</a> or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/horse/pony">pony</a>, except it gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Construct-Traits-Ex-">construct traits</a> and counts as both an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> and a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> for the purposes of spells and effects. It gains a number of extra <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. It has no skills or feats except as noted below.</p><p>A horse made of reeds gains a number of <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> ranks equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. A horse made of grasses gains the <a href="https://www.d20pfsrd.com/feats/general-feats/run">Run</a> feat and a number of <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> ranks equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. A horse made of creepers gains a number of ranks in <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> and <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. A horse made of tree branches is continually affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/barkskin">barkskin</a>, as cast by a magic-user with a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> equal to yours.</p><p>The wicker horse does not follow any commands given with the <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a> skill, and only you can ride it. You can cast this spell only in an environment where suitable plant material is available. When the spell ends or the horse loses all its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, the horse falls apart.</p>


name: Widen Auras
level: antipaladin 2, paladin 2 Casting Time 1 standard action Components V
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>The range of your <a href="https://www.d20pfsrd.com/classes/alternate-classes/antipaladin">antipaladin</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a> auras doubles. For example, if you’re a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a>, your aura of courage affects allies within 20 feet instead of within 10 feet.</p>


name: Wild Instinct
level: bloodrager 2, druid 2, ranger 2, shaman 2
school: divination
casting_time: standard action
components: V, S, DF
range: personal
target: you
duration: 8 hours
description:
<p class="description">This spell sharpens your senses, allowing you to perceive threats you would otherwise miss.</p><p>You become aware of sounds and smells you would normally overlook, and even retain the ability to detect threats when soundly asleep. For the duration of the spell, you gain a +5 bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks to act in a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Surprise">surprise</a> round. Additionally, you don’t take a penalty on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks while sleeping, and can choose to wake if you notice a threat while asleep.</p>


name: Wilderness Soldiers
level: druid 2, ranger 2
school: transmutation:
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: 30-ft.-radius emanation, centered on you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You call on the plants nearby to aid you in combat. This spell is ineffective if no plants you can direct are within the area. You can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> and/or a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> on each of your turns to direct one of the following attacks. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> for these attacks equals 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. You grant a +1 bonus per three caster levels (maximum +5) on damage rolls due to this spell. Your wilderness soldiers never provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, and they do not count as allies for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> or other purposes.</p><p style="margin-left:40px"><b>Tree</b>: A tree makes a melee attack with a 10-foot reach from its trunk. A hit deals an amount of damage equal to 1d8 points + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier. The tree can instead 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-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 maneuver</a> with the same reach, but the tree cannot move itself.</p><p style="margin-left:40px"><b>Undergrowth or Hedgerow</b>: Acting as a Medium creature, one square of undergrowth or hedgerow attempts 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> against an opponent within or adjacent to that square. Heavy undergrowth gains a +2 bonus to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>. Undergrowth cannot move the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a> a foe, but it can deal an amount of damage equal to 1d4 points + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier by making a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> check against a foe it is <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a>. The undergrowth’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> is 5 + its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a>. If you fail to direct the undergrowth to maintain the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, it releases its opponent.</p>


name: Wind Blades
level: druid 5, magus 5, sorcerer/wizard 5, witch 5
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You harden the air around the target into jagged invisible blades that deal damage based on how fast the target moves. On its turn, the target takes 1d6 points of slashing damage if it moves at least 5 feet, plus 1d6 points of slashing damage for each additional 10 feet of movement. <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Movement">Movement</a> that doesn’t pass through air (such as <a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Burrow">burrow</a>ing, swimming, or <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a>) doesn’t cause this damage. In areas of strong wind, the target takes damage on its turn, even if it doesn’t move. The wind deals 1d8 points of slashing damage for strong wind, plus 1d8 for every wind category above strong. This extra damage does not occur from instantaneous wind effects (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/g/gust-of-wind">gust of wind</a>), only from wind effects that last at least 1 round.</p>


name: Wind Walk
level: alchemist 6, cleric/oracle 6, druid 7, shaman 7
school: transmutation [air]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 hour/level (D); see text
saving_throw: no and Will negates (harmless)
spell_resistance: no and yes (harmless)
description:
<p>You alter the substance of your body to a cloud-like vapor (as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gaseous-form">gaseous form</a> spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.</p><p>Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.</p><p>A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.</p><p>For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.</p>


name: Wind Wall
school: evocation [air]
casting_time: 1 standard action
components: V, S, M/DF (a tiny fan and an exotic feather)
range: medium (100 ft. + 10 ft./level)
effect: wall up to 10 ft./level long and 5 ft./level high (S)
duration: 1 round/level
saving_throw: none; see text
spell_resistance: yes
level:
bloodrager 3, cleric/oracle 3, druid 3, magus 3, ranger 2, shaman 3, sorcerer/wizard 3, summoner 2, unchained summoner 3

description:
<p>An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a <i>wind wall</i>. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> creatures).</p><p>While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square <i>wind walls</i> to enclose specific points. </p>


name: Winds of Vengeance
level: cleric/oracle 9, druid 9, shaman 9, sorcerer/wizard 9
school: evocation [air]
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
<p>You surround yourself with a buffeting shroud of supernatural, tornado-force winds. These winds grant you a fly speed of 60 feet with perfect maneuverability. Neither your armor nor your load affects this fly speed. The winds shield you from any other wind effects, and form a shell of breathable air around you, allowing you to fly and breathe underwater or in outer space.</p><p>Ranged weapons (including giant-thrown boulders, siege weapon projectiles, and other massive ranged weapons) passing through the winds are deflected by the winds and automatically miss you. Gases and most gaseous breath weapons cannot pass though the winds.</p><p>In addition, when a creature hits you with a melee attack, you can shape your winds so they lash out at that creature as an immediate action. The creature must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> Saving Throw or take 5d8 points of bludgeoning damage and be knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> (if on the ground). On a failed save, Huge flying creatures are checked and Large-sized or smaller flying creatures are blown away instead of knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>.</p><p>On a successful save, the damage is halved and the creature is not knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> (or checked or blown away).</p>


name: Windy Escape
level: bard 1, bloodrager 1, druid 1, magus 1, sorcerer/wizard 1 (sylph)
school: transmutation [air]
casting_time: 1 immediate action
components: V, S
range: personal
target: you
duration: instantaneous
description:
<p class="description">You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you.</p><p>You gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 10/magic against this attack and are immune to any <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attacks</a>, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> effect from that attack.</p><p>You cannot use windy escape against an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> you provoked by casting a spell, using a <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, or using any other magical ability that provokes an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> when used.</p>


name: Wing Bounty
level: druid 2, shaman 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: 0 ft.
effect: 2d4 berries + 2 berries/level
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
<p class="description">Your wings sprout a variety of colorful and flavorful berries.</p><p>Each berry functions as if affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/goodberry">goodberry</a>. You can choose for one affected berry to also be poisonous (as striped toadstool); only you and <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a> of 5th level or higher can tell which is which without magic.</p>


name: Wing Thorns
level: alchemist 3, antipaladin 3, bloodrager 3, druid 3, magus 4, shaman 3, witch 3
school: transmutation [poison]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p class="description">Your wings sprout poisonous thorns each the size of a dagger.</p><p>You can use these thorns like armor spikes. In addition, you can make two wing attacks as primary <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a>. If you are Small, the wings deal 1d3 points of bludgeoning and piercing damage plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier (unless you also attack with a weapon, in which case they are treated as a secondary <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapon</a>). A creature damaged by your wing thorns experiences intense itching, gaining the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> condition while the spell lasts unless it succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw.</p>


name: Winged Sword
level: bloodrager 2, inquisitor 3, magus 2, occultist 2, paladin 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one melee weapon
duration: 10 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>The weapon targeted by this spell grows small feathered wings. For the duration of the spell, the weapon acts as if it had the throwing weapon special ability. This spell can be used in place of <a class="spell" href="https://www.d20pfsrd.com/magic-stone">magic stone</a> as a prerequisite for the throwing weapon special ability.</p>


name: Winter Feathers
level: bloodrager 1, cleric 1, druid 1, inquisitor 1, ranger 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: feathered creature touched
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target’s feathers thicken and fluff up to ward against winter’s chill. The target suffers no harm from being in a cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves. The creature’s equipment is likewise protected. This spell doesn’t provide any protection from cold damage, nor does it protect against other environmental hazards associated with cold weather (such as slipping on ice, blindness from snow, and so on).</p><p>When you cast this spell, you may have the target’s feathers turn white for the duration, granting it a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks to hide in ice and snow.</p>


name: Winter’s Grasp
level: druid 2, shaman 2, witch 2
school: conjuration (creation) [cold, water]
casting_time: 1 standard action
components: V, S, M/DF (ground glass)
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius spread
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>Ice encrusts the ground, radiating <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> cold and making it hard for creatures to maintain their balance. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage and takes a –2 penalty on saving throws against spells with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Cold">cold descriptor</a> for 1 round.</p>


name: Wish
level: sorcerer/wizard 9
school: universal
casting_time: 1 standard action
components: V, S, M (diamond worth 25,000 gp)
range: see text
duration: see text
saving_throw: none, see text
spell_resistance: yes
description:
<p><i>Wish</i> is the mightiest spell 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> can cast. By simply speaking aloud, you can alter reality to better suit you. Even <i>wish</i>, however, has its limits. A <i>wish</i> can produce any one of the following effects.</p><ul>
<li>Duplicate any <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> spell of 8th level or lower, provided the spell does not belong to one of your opposition schools.</li>
<li>Duplicate any non-<a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> spell of 7th level or lower, provided the spell does not belong to one of your opposition schools.</li>
<li>Duplicate any <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> spell of 7th level or lower, even if it belongs to one of your opposition schools.</li>
<li>Duplicate any non-<a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> spell of 6th level or lower, even if it belongs to one of your opposition schools.</li>
<li>Undo the harmful effects of many other spells, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/geas-quest">geas/quest</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/i/insanity"><i>insanity</i></a>.</li>
<li>Grant a creature a +1 inherent bonus to an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-The-Abilities">ability score</a>. Two to five <i>wish</i> spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-The-Abilities">ability score</a> (two <i>wishes</i> for a +2 inherent bonus, three <i>wishes</i> for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. <i>Note</i>: An inherent bonus may not exceed +5 for a single <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-The-Abilities">ability score</a>, and inherent bonuses to a particular <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-The-Abilities">ability score</a> do not stack, so only the best one applies.</li>
<li>Remove injuries and <a href="https://www.d20pfsrd.com/gamemastering/afflictions">afflictions</a>. A single <i>wish</i> can aid one creature per caster level, and all subjects are cured of the same kind of <a href="https://www.d20pfsrd.com/gamemastering/afflictions">affliction</a>. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same <i>wish</i>.</li>
<li>Revive the dead. A <i>wish</i> can bring a dead creature back to life by duplicating a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resurrection">resurrection</a> spell. A <i>wish</i> can revive a dead creature whose body has been destroyed, but the task takes two <i>wishes</i>: one to recreate the body and another to infuse the body with life again. A <i>wish</i> cannot prevent a character who was brought back to life from gaining a permanent negative level.</li>
<li>Transport travelers. A <i>wish</i> can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to negate the effect, and spell resistance (if any) applies.</li>
<li>Undo misfortune. A <i>wish</i> can undo a single recent event. The <i>wish</i> forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a <i>wish</i> could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The re-roll, however, may be as bad as or worse than the original roll. An unwilling target gets a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to negate the effect, and Spell Resistance (if any) applies.</li>
</ul><p>You may try to use a <i>wish</i> to produce greater effects than these, but doing so is dangerous. (The <i>wish</i> may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM’s discretion.)</p><p>Duplicated spells allow saves and Spell Resistance as normal (but save DCs are for 9th-level spells).</p><p>When a <i>wish</i> duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component (in addition to the 25,000 gp diamond component for this spell).</p>


name: With the Wind
level: bloodrager 2, druid 2, magus 2, occultist 2, ranger 2, sorcerer/wizard 2, spiritualist 2
school: abjuration [air]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You create eddies in the air around the subject that protect it from being checked or blown away. The target can’t be moved by winds of less than windstorm force unless it wishes to be.</p>


name: Withdraw Affliction
level: psychic 6, shaman 6, spiritualist 5, witch 7
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: one afflicted creature
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You push your hand into the subject, then withdraw an affliction from the body of the sufferer as a tangible object.</p><p>This extraction appears as a slimy mass of flesh. The target creature is cured as if affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/r/remove-disease">remove disease</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/r/remove-curse">remove curse</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/n/neutralize-poison">neutralize poison</a>.</p><p>In addition, this slimy mass allows you to deliver the affliction to another as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>, as if holding the charge for a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spell. It has the same effect as the original affliction, with the same saving throw and DC.</p>


name: Wither Limb
level: cleric 6, inquisitor 6, shaman 6, sorcerer/wizard 6, spiritualist 5, witch 6
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You cause one limb of the target to shrivel and weaken. The target takes 2d6 points of damage. The points are permanently lost until the target’s limb is restored by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/h/heal">heal</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/m/miracle">miracle</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/r/regenerate">regenerate</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a>. Wither limb affects only living creatures of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Monstrous-Humanoid">monstrous humanoid</a> type, or similar bipedal creatures at the GM’s discretion. You choose the limb affected.</p><p>This spell’s effects stack, until all a target’s arms and legs (or equivalent limbs) are withered.</p><p style="margin-left:40px"><b>Arm</b>: The target looses the use of one arm, which might affect what weapons and shields it can use. The creature must immediately drop all objects held in the withered limb, though it can shift a two-handed weapon it is holding in both hands to a remaining arm as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>. Worn objects— gauntlets, rings, and magic items in the wrist slot—remain. This prevents the creature from using two-weapon fighting, claw attacks from that arm, and so on. If multiple castings of this spell wither all of a creature’s arms, it can’t manipulate objects or cast spells requiring somatic <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>.</p><p style="margin-left:40px"><b>Leg</b>: The creature’s movement speeds are halved, except for flying or other speeds that don’t involve its legs. If multiple castings of this spell wither all of a creature’s legs, it can only crawl at a speed of 5 feet each round.</p><p style="margin-left:40px"><b>Wing</b>: The creature loses access to any fly speed that depends on its wings if even a single wing is withered.</p>


name: Witness
level: bard 3, inquisitor 3, medium 3, mesmerist 3, occultist 3, psychic 3, witch 3
school: divination (scrying)
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: one living creature
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You link your senses to the target, allowing you to see and hear through its eyes and ears. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> you can shift your senses from yourself to the target or back again. When using the target’s senses, you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deaf</a>. When perceiving through the target, you use its normal and special senses (such as <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>), not your own.</p>


name: Wizened Appearance
level: alchemist 1, bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You <a href="https://www.d20pfsrd.com/magic/#TOC-Transmutation-Polymorph">polymorph</a> your target to look like an older version of itself.</p><p>You select how much older (for example, “10 years older” or “as an adult”). You can’t otherwise change the target’s appearance other than those details directly associated with aging (for example, a target’s hair might turn gray or the target might develop liver spots). This spell allows children of creatures that are Medium or smaller when fully grown to grow one size category to the normal, adult size of that type of creature, but otherwise the selected age increase doesn’t alter the creature’s size. A change in size doesn’t alter the target’s ability scores.</p><p>This spell doesn’t affect or cause any age-based modifications to ability scores or other age-related effects like <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> age categories or natural metamorphoses.</p><p><i>Wizened appearance</i> and <a href="https://www.d20pfsrd.com/magic/all-spells/y/youthful-appearance/" style="font-style: italic">youthful appearance</a> counter and dispel each other.</p>


name: Wood Shape
level: druid 2, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p><i>Wood shape</i> enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.</p>


name: Wooden Phalanx
level: cleric/oracle 9, sorcerer/wizard 9
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: three or more wood golems , no two of which can be more than 30 ft. apart (see text)
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create 1d4+2 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-wood">wood golems</a> with the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1">advanced template</a>. The golems willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. You can only have one <i>wooden phalanx</i> spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.</p>


name: Wooden Wing Shield
level: bloodrager 4, druid 4, magus 5, shaman 4, summoner 4
school: transmutation
casting_time: 1 immediate action
components: S
range: personal
target: you
duration: 1 round/level or until you move
description:
<p>Your wings transmute into a wooden barrier resembling a tower shield to block attacks, granting you a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> to AC. If you move, the spell ends immediately.</p>


name: Woodland Rune
level: druid 3, ranger 3, shaman 3, witch 3
school: abjuration
casting_time: 10 minutes
components: V, S
range: 0 ft.; see text
effect: one rune
duration: permanent until discharged (D)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>Created by Ghorus as a safety measure to limit his enemies’ movements, this spell allows you to inscribe a powerful rune on any surface. Woodland rune triggers when any non-<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> creature (apart from the caster) moves within 30 feet of the rune. When it’s triggered, roots and branches sprout from the ground, catching all creatures within a 30-foot burst of the rune and hindering their movement as if they were moving through heavy undergrowth, though it does not provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">Plant</a> creatures and creatures under the effect of <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Woodland-Stride-Ex-">woodland stride</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement">freedom of movement</a> are not affected by this spell. In all other respects, this spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>.</p>


name: Word of Beckoning
level: psychic 7, sorcerer/wizard 7
school: conjuration (teleportation)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sending">sending</a>, except the subject also receives knowledge of a command word that, when spoken, summons you to the open space nearest to the subject.</p><p>The subject must speak the command word within 1 round of knowing it to summon you, although the subject isn’t obligated to speak it. You can be transported any distance within a plane but cannot travel between planes. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.</p>


name: Word of Chaos
level: cleric/oracle 7, inquisitor 6
school: evocation [chaotic, sonic]
casting_time: 1 standard action
components: V
range: 40 ft.
area: non-chaotic creatures in a 40-ft.-radius spread centered on you
duration: instantaneous
saving_throw: none or Will negates; see text
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-Stunned">Stunned</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-Confused">Confused</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</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"><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">Killed</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">Confused</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a></td>
</tr>
</tbody>
</table><p>Any non-chaotic creature within the area of a <i>word of chaos</i> spell suffers the following ill effects, depending on their HD.</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><b>Deafened</b>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> for 1d4 rounds. Save negates.</p>
<p><b>Stunned</b>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round. Save negates.</p>
<p><b>Confused</b>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 1d10 minutes. This is a mind-affecting enchantment effect. Save reduces the confused effect to 1 round.</p>
<p><b>Killed</b>: 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-chaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the <i>word of chaos</i> or not. 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>word of chaos</i>.</p>


name: Word of Recall
level: cleric/oracle 6, druid 8
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: unlimited
target: you and touched objects or other willing creatures
duration: instantaneous
saving_throw: none or Will negates (harmless, object)
spell_resistance: no or yes (harmless, object)
description:
<p><i>Word of recall</i> teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.</p><p>An unwilling creature can’t be teleported by <i>word of recall</i>. Likewise, a creature’s <a href="https://www.d20pfsrd.com/gamemastering/combat#will">Will</a> save (or Spell Resistance) prevents items in its possession from being teleported. Unattended, non-magical objects receive no saving throw.</p>


name: Word of Resolve
level: paladin 1
school: abjuration
casting_time: 1 immediate action
components: V, DF
range: close (25 ft. + 5 ft./2 levels)
target: one ally
duration: instantaneous
saving_throw: Will negate (harmless)
spell_resistance: yes (harmless)
description:
<p>You focus your aura on one ally, allowing it to reroll a failed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> against a charm or fear effect with a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a>. If you do not have the aura of courage class ability, this spell has no effect on the target’s fear. If you do not have the aura of resolve class ability, this spell has no effect on any charm effects on the target.</p>


name: World Wave
level: druid 9, sorcerer/wizard 9
school: transmutation [earth, water]
casting_time: 1 standard action
components: V, S, DF
range: see text
effect: see text
duration: 1 round/level or 1 hour/level; see text (D)
saving_throw: none
spell_resistance: yes
description:
<p>You cause any sort of natural terrain (including water, forest, desert, tundra, and so on) to surge beneath your feet and safely propel you with devastating force over great distances. This wave of terrain undulates as it passes over the world, harmlessly lifting or stretching objects, creatures, and phenomena with a connection to nature but tearing through and damaging anything else it encounters. When you cast the spell you must choose the wave’s type, either a tsunami or a swell. If you choose a tsunami, you create a 30-foot-high tidal wave of earth or water hurtling across the landscape that lasts for 1 round per level. If you choose a swell, you create a more controlled and gentle 5-foot-high wave that lasts for 1 hour per level. Regardless of its form or composition, the crest of the wave extends 10 feet in front of and behind you, and 5 feet per level to both your left and right. You can stand or sit on the crest of this wave without any fear of falling off it and can even lie down and sleep (or take any other actions you could take if standing on solid ground) as it travels. You can grant up to one additional creature per level the ability to safely accompany you on this wave.</p><p>When you first create the wave, you must choose its path by facing the direction you wish it to travel. Once you make this decision, you cannot change it. The wave, in either version, moves at eight times your base land speed. Any object, creature, or phenomena strongly connected to, or a part of, the natural world simply rises up and down with the wave as it passes, taking no damage or injury. However, anything else coming into contact with the wave takes either 6d6 points of bludgeoning damage (if the tsunami) or 1d6 points of bludgeoning damage (if the swell).</p><p>The wave damages any manufactured object or structure. On the Material Plane, it also damages any creature of the aberration, construct, outsider, or undead type, or with the extraplanar subtype. Creatures with the construct or undead type take double damage from the wave. Other creatures, or creatures with even one <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a> class level (regardless of their type), are considered a part of the natural world and are unaffected by the wave. Note that on other planes of existence, what is considered to be a part of the natural world may vary at the GM’s discretion.</p><p>The wave can travel up or down the sides of natural features so long as it does not exceed a 45-degree angle. You cannot alter the dimensions of the wave as it travels. If the wave encounters terrain that it cannot incorporate into itself, the wave simply flows over or around the obstacle (creatures riding the wave are harmlessly displaced to the side to avoid the obstacle) unless the terrain occupies one-half or more of the area of the wave’s crest. In such cases the spell ends in 1d6 rounds as the wave falters and collapses, unless its duration would normally cause it to expire prior to that.</p><p>The momentum of the wave carries you forward through this new terrain without any injury until it collapses, at which point you suffer the normal effects of the terrain in which you are deposited. Terrain the wave cannot incorporate includes anything primarily made from fire (such as lava), air (such as an open cliff face), or something man-made (such as a city).</p><p>You can only create the wave if standing on the ground. You cannot create it when underground or on terrain that it cannot incorporate.</p>


name: Wracking Ray
level: sorcerer/wizard 5, witch 5
school: necromancy [evil, pain]
casting_time: 1 standard action
components: V, M (an old bone, broken in the casting)
range: medium (100 ft. + 10 ft./level)
effect: ray
duration: instantaneous
saving_throw: Fortitude half
spell_resistance: yes
description:
<p>A ray of sickly greenish-gray negative energy issues forth from the palm of your hand.</p><p>Make a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> against the target. A creature hit by this spell is wracked by painful spasms as its muscles and sinews wither and twist. The subject takes 1d4 points of <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-Ability-Score-Damage">Strength damage</a> per 3 caster levels you possess (maximum 5d4 each). This spell cannot reduce an ability score below 1. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves the damage.</p>


name: Wrath
level: inquisitor 1
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a thorny vine)
range: personal
duration: 1 minute
description:
<p>You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on attack rolls and weapon damage rolls against that designated creature for every three caster levels you have (at least +1, maximum +3). You also receive this bonus on <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> checks made to overcome the creature’s Spell Resistance, if any. At 12th level, you gain the benefits of the <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-critical-combat-">Improved Critical</a> feat on attack rolls made against the designated creature. This effect doesn’t stack with any other effect that expands the threat range of a weapon. </p>


name: Wrathful Mantle
level: cleric/oracle 3, paladin 3
school: evocation [force, light]
casting_time: 1 standard action
components: V, S, DF
range: touch or 5 ft.; see text
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>A shimmering mantle of light shrouds the subject, light like a torch. The subject of the spell gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Resistance">resistance bonus</a> on all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> per four caster levels (maximum +5 at 20th level). The subject can end the <i>wrathful mantle</i> at any time as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to deal 2d8 points of force damage to all creatures within 5 feet. </p>


name: Wrathful Weapon
level: cleric 4
school: transmutation [see text]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: melee weapon touched (see text)
duration: 1 minute/level
saving_throw: Will (harmless, object)
spell_resistance: yes (object)
description:
<p>You grant the targeted weapon one of the following weapon special abilities: <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/anarchic">anarchic</a>, <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/axiomatic">axiomatic</a>, <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/holy">holy</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/unholy">unholy</a>. If <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/anarchic">anarchic</a>, this spell has the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Chaos">chaos descriptor</a>; if <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/axiomatic">axiomatic</a>, the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Law">law descriptor</a>; if <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/holy">holy</a>, the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Good">good descriptor</a>; and if <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/unholy">unholy</a>, the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Evil">evil descriptor</a>. If the caster attempts to place a special ability on a weapon that already has that special ability, the spell fails.</p><p>If a <a href="https://www.d20pfsrd.com/classes/hybrid-classes/warpriest">warpriest</a> casts this spell on his sacred weapon, the duration doubles. <a href="https://www.d20pfsrd.com/classes/hybrid-classes/warpriest">Warpriests</a> with <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a> as a sacred weapon can cast this spell on their <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a>.</p>


name: Wreath of Blades
level: bloodrager 4, magus 4, sorcerer/wizard 5, summoner/unchained summoner 5, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S, F (four mithral daggers, each worth at least 502 gp each)
range: personal
target: you
area: 5-foot-radius emanation centered on you
duration: 1 round/level
saving_throw: Reflex half (special, see below)
spell_resistance: no (special, see below)
description:
<p>The daggers serving as focus of this spell take on a deadly sharpness as they animate and spin around you, creating a 5-foot-radius emanation of spinning <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Mithral">mithral</a> blades that moves with you. Any creature that starts its turn within the area of the spinning blades takes 1d4 points of damage for every two caster levels (maximum 10d4 at 20th level) and the damage bypasses DR/silver. Furthermore, the daggers ward off some attacks, in a way similar to the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/warding-weapon"><i>warding weapon</i></a> spell. While subject to this spell, you do not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> for casting spells, even from creatures with the <a href="https://www.d20pfsrd.com/feats/combat-feats/disruptive-combat">Disruptive</a> feat. Creatures with the <a href="https://www.d20pfsrd.com/feats/combat-feats/spellbreaker-combat">Spellbreaker</a> feat can easily bypass this defensive property, though they still take damage from the spell. Your casting (even failing to cast defensively) still provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> from creatures with that feat. Lastly, the blades that serve as the focus for this spell can be enchanted for greater effect. When all of the blades share the same <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> and special weapon qualities, a creature that is damaged by this spell is also treated as if hit by one of these weapons. For example, if a 12th-level <a href="https://www.d20pfsrd.com/classes/base-classes/magus">magus</a> casts this spell using four +1 <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Frost">frost</a> <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Mithral">mithral</a> daggers as focus, the damage dealt by the blades would be 6d4+1 plus 1d6 cold damage, as long as the daggers were commanded to be sheathed in ice. No matter the modifications made to the focus weapons, they must always be <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Mithral">mithral</a> daggers. No other type of weapons can serve as a focus for this spell.</p>


name: Yellow Sign
level: arcanist 9, bard 6, cleric/oracle 9, skald 6, sorcerer/wizard 9, witch 9
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (ochre and sulfur, plus powdered gold worth a total of 15,000 gp)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, save that creatures that succumb to this spell become dominated (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-monster">dominate monster</a>) by Hastur. This causes such creatures to seek to aid any obvious minions or worshipers of Hastur in sight, and any true worshiper of Hastur can command the affected creatures as if that worshiper had been the one to dominate them. In the case of conflicting commands issued from different true worshipers of Hastur, the commanders must attempt opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> checks, with the winner being able to command the targets for that round. If no worshipers or agents of Hastur are in sight, an affected creature can act normally. When affected by this spell’s Yellow Sign in this way, the effects last for 1 round per level. Once triggered, the Yellow Sign remains active for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>There is a 1% chance when a creature fails its saving throw against this spell that Hastur takes note and, for reasons of his own, decides to control the target personally. In this case, the actions taken by the dominated creature are left to the GM to determine, but the effects of this spell’s Yellow Sign persist for 1 day per level and the commands issued cannot be countermanded by any other creature, even if they are Hastur worshipers.</p><p>Regardless of how long the effects last or whether Hastur directly controls a victim, if a creature failed to resist this spell’s effects, Hastur can target that victim for the rest of its life with his fulvous dreams ability. Whether or not the Great Old One ever chooses to do so is left to the GM to determine.</p><p><em>Yellow Sign</em> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell by a caster of 18th level or higher for the cost of 40,000 gp.</p>


name: Youthful Appearance
level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
description:
<p>You make your target look like a younger version of itself. You select how much younger it looks (for example, “10 years” or “as a young adult”). You cannot otherwise change details of the target’s appearance other than those directly associated with aging (for example, gray hair returns to its original color). The target cannot appear so much younger that it changes size. This spell does not affect any age-based modifications to ability scores or other age-related effects.</p>


name: Zephyr’s Fleetness
level: ranger 3
school: transmutation [air]
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You can call upon the spirits of the air to grant agility to your allies. Each target gains a +30 foot <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to its land speed and fly speed (if any). Each target can also move (and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a>) through difficult terrain without penalty.</p>


name: Zone of Foul Flames
level: druid 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a sliver of tree bark from a burnt tree)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius spread
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell creates a zone where magical fire effects twist and lash out against those who create the effects. A <i>zone of foul flames</i> looks unremarkable to the casual observer, but a <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check (DC = 20 + the caster’s level) reveals a faint rippling effect in the area, as if of heat distortions in the air.</p><p>Whenever a creature casts a spell with the fire descriptor or activates a magical fire effect (as from a magic item or a special attack) while that creature is located in a <i>zone of foul flames</i>, that creature takes full fire damage from the effect. If the effect allows a saving throw to reduce the damage, the victim may attempt the same saving throw to reduce the damage. All creatures in a <i>zone of foul flames</i> gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on all saving throws against fire effects, except for those made by a creature attempting to save against fire damage from his own magic. Nonmagical fire in a <i>zone of foul flames</i> burns half as brightly but is otherwise not affected.</p>


name: Zone of Silence
level: bard 4
school: illusion (glamer)
casting_time: 1 round
components: V, S
range: personal
area: 5-ft.-radius emanation centered on you
duration: 1 hour/level (D)
description:
<p>By casting <i>zone of silence</i>, you manipulate sound waves in your immediate vicinity so that you and those within the spell’s area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful DC 20 <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> check to read lips can still reveal what’s said inside a <i>zone of silence.</i></p>


name: Zone of Truth
level: cleric/oracle 2, inquisitor 2, medium 2, paladin 2, psychic 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
<p>Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.</p>


