# spell

name: Blast Barrier
level: druid 4, ranger 3, sorcerer/wizard 3, witch 4
school: transmutation (sonic)
casting_time: 1 standard action
components: V, S, M (handful of snow, earth, or gravel)
range: close (25 ft. + 5ft./2 levels)
effect: 1-ft.-thick wall up to 10 ft. high by 20 ft. wide
duration: concentration , up to 1 round/2 levels
saving_throw: Reflex half (see below)
spell_resistance: yes (see below)
description:
<p>When you cast blast barrier, you cause a rippling wall of loose earth, mud, snow, sand, or gravel to spring up in a designated space within the spell’s range. This wall provides total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> to all Large or smaller creatures and objects. The barrier can only spring up in an area of natural, unworked ground. The energy that forms the wall’s matrix is unstable, and you must concentrate to maintain the wall’s shape. A blast barrier has an AC of 9, <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 0, and 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. When a blast barrier reaches 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, or when you cease concentrating on maintaining it, the energies that maintain the barrier’s shape fail with explosive results, sending sharp chunks of the materials comprising the wall and magical energy out along both sides. Any creature that is adjacent to a blast barrier when it explodes takes 2d6 points of slashing damage and 1d6 points of sonic damage per 3 caster levels (maximum 6d6). A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves the total damage done. Spell resistance applies as well.</p>


name: Blast of Wind
level: druid 4, sorcerer/wizard 4
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: 60 ft.
effect: line-shaped blast of hurricane-force wind emanating out from you to the extreme of the range
duration: 1 round
saving_throw: Fort negates
spell_resistance: yes
description:
<p>With a spiraling gesture of your hand and a forceful exhalation, you create a brief but fierce (90 mph) blast of wind. This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gust-of-wind">gust of wind</a>, except all creatures within the area are treated as though they were one size category smaller for the purpose of determining how the spell affects them. For every 4 caster levels beyond 7th, creatures in the area are treated as an additional size category smaller (to a maximum of three size categories smaller at 15th level).</p>


name: Blaze of Glory
level: paladin 4
school: conjuration (healing) [good, mind-affecting]
casting_time: 1 standard action or immediate action; see text
components: V
area: 30-ft.-radius burst centered on you
duration: instantaneous and 1 round/level; see text
saving_throw: Will partial
spell_resistance: yes
description:
<p>You fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> but also unleash a spectacular wave of holy energy that heartens and heals your allies while leaving your opponents daunted and damaged. You can cast this spell as either a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> on your turn, or as an immediate action when brought to below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. If cast as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you are immediately reduced to -1 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, but <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable">stable</a>, after casting the spell.</p><p>When you cast this spell, any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> creature within range is healed for 1d6 points of damage per two caster levels. All <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> creatures within range take the same amount as damage instead (a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save halves this damage). In addition, all allies and enemies within range are affected as if by the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/p/prayer"><i>prayer</i></a> spell for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Blazing Rainbow
level: druid 6
school: evocation [light]
casting_time: 1 round
components: V, S, M (a drop of rainwater)
range: 0 ft. or 10 ft./level
effect: bow or bridge of light
duration: 1 minute/level or until discharged (see text)
saving_throw: none
spell_resistance: no
description:
<p>You create a spectrum of multicolored solid light that can be used for one of two effects.</p><p style="margin-left:40px"><b>Bow</b>: The spell creates a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longbow">longbow</a> or <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/shortbow">shortbow</a> appropriate for your size, and you are proficient in the use of this weapon. When drawn, the bow automatically creates a +1 <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/seeking">seeking</a> <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/brilliant-energy">brilliant energy</a> arrow; it cannot fire any other arrows. A creature struck by one of these arrows is surrounded by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/f/faerie-fire">faerie fire</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> for 1 minute. This version of the spell ends when you have fired a number of arrows equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p style="margin-left:40px"><b>Bridge</b>: The light forms a bridge or ramp 5 feet wide and up to 10 feet long per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Creatures on the bridge are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a>. Allies gain a bonus equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier (minimum 1) on checks, saves, and to their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> to resist being moved from the bridge against their will. Enemies take a penalty equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier (minimum 1) checks, saves, and to their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> to resist being moved from the bridge against their will.</p>


name: Bleed
level: cleric/oracle 0, inquisitor 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause a living creature that is below 0 hit points but stabilized to resume <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying" rel="nofollow">dying</a>. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.</p>


name: Bleed for Your Master
level: antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 immediate action
components: V, S
range: touch
target: your animal companion , familiar , or fiendish servant
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>When you would be hit by an attack that requires an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, or when you are within an area of effect that allows you to attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw, with a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> you compel the target to throw itself in front of the blow or shield you from the effect.</p><p>If an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> triggered this spell’s casting, the target takes the damage instead of you, even if the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> would not normally hit the target’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a>.</p><p>If an area of effect that allows you to attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save triggered this spell’s casting, the target instead grants you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> against the effect (+2 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves) if it is your size or smaller, or improved <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> (+4 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves and <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Improved-Evasion-Ex-">improved evasion</a> against the effect) if it is larger than you. the target automatically fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save against the effect but can still benefit from <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Improved-Evasion-Ex-">improved evasion</a> and similar mitigating effects.</p><p>After taking damage, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1 minute. If the target was already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> instead.</p>


name: Blend
level: alchemist 1, druid 1, magus 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
school: illusion (glamer)
casting_time: 1 standard action
components: S
range: personal
target: you
duration: 10 minutes/level
description:
<p>You draw upon your <a href="https://www.d20pfsrd.com/races/core-races/elf">elven</a> link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you 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 and allows you to make <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks without <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends (as <a href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility" style="font-style: italic">invisibility</a>).</p>


name: Blend With Surroundings
level: bard 1, cleric 1, druid 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1
school: illusion (glamer)
casting_time: 1 round
components: V, S, M/DF (a chess piece)
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level
saving_throw: Fort negates (harmless) or Will disbelieves (if interacted with)
spell_resistance: yes (harmless)
description:
<p>This spell changes the appearance of the affected creature so that it better blends in with its surroundings. As chosen by you, the affected creature takes on the appearance of a statue, furniture, a tree, a bush, a rock, or another object of similar size.</p><p>As long as the target stays still, it gains a +20 bonus on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks, and it can use <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> even if it is being observed. The target’s armor blends in perfectly with the illusory shape, and the target’s armor check penalty on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks is negated for the duration of the spell. If the target moves at all while this spell is in effect, the spell ends.</p>


name: Bless
level: cleric/oracle 1, inquisitor 1, paladin 1, shaman 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: 50 ft.
area: The caster and all allies within a 50-ft. burst, centered on the caster
duration: 1 min./level
saving_throw: none
spell_resistance: yes (harmless)
description:
<p><i>Bless</i> fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.</p><p><i>Bless</i> counters and dispels <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bane">bane</a></i>.</p>


name: Bless Water
level: cleric/oracle 1, inquisitor 1, paladin 1
school: transmutation [good]
casting_time: 1 minute
components: V, S, M (5 pounds of powdered silver worth 25 gp)
range: touch
target: flask of water touched
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This transmutation imbues a flask (1 pint) of water with positive energy, turning it into <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">holy water</a>.</p>


name: Bless Weapon
level: paladin 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: weapon touched
duration: 1 min./level
saving_throw: none
spell_resistance: no
description:
<p>This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">DR</a> of evil creatures or striking evil <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good-aligned, which means it can bypass the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">DR</a> of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.</p><p>In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Keen"><i>keen</i></a> weapon or a <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Vorpal">vorpal</a> sword</i>.</p>


name: Blessed Fist
level: cleric 1, paladin 1
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: none
spell_resistance: yes
description:
<p>The target is considered to be armed even when unarmed, so it doesn’t provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> when it attacks foes with unarmed strikes. Its unarmed strikes can deal lethal or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> (target’s choice). If the target already has this ability (such as from the <a href="https://www.d20pfsrd.com/classes/core-classes/monk">monk</a> <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a> ability or the <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-unarmed-strike-combat">Improved Unarmed Strike</a> feat), its unarmed strikes gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and damage rolls, and they count as good-aligned weapons for the purposes of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p>


name: Blessing of Courage and Life
level: cleric/oracle 2, paladin 2
school: conjuration (healing) [emotion]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 minute/level (see below)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect lasts, the target receives a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on saving throws against fear and death effects. At any time while the spell is in effect, the target can choose to end the spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> for a burst of healing energy. The target loses the saving throw bonus, but is healed of 1d8 points of damage +1 point per caster level (maximum +10).</p>


name: Blessing of Fervor
level: cleric/oracle 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).</p><ul>
<li>Increase its speed by 30 feet.</li>
<li>Stand up as a swift action without provoking an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>.</li>
<li>Make one extra attack as part of a full attack action, using its highest base <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a>.</li>
<li>Gain a +2 bonus on attack rolls and a +2 dodge bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves.</li>
<li>Cast a single spell of 2nd level or lower as if it were an <a href="https://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic" target="_blank">enlarged</a>, <a href="https://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic">extended</a>, <a href="https://www.d20pfsrd.com/feats/metamagic-feats/silent-spell-metamagic">silent</a>, or <a href="https://www.d20pfsrd.com/feats/metamagic-feats/still-spell-metamagic">still</a> spell.</li>
</ul><p>These effects are not cumulative with similar effects, such as those provided by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/h/haste"><i>haste</i></a> or a <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Speed" rel="nofollow" target="_blank"><i>speed</i> weapon</a>, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. <i>Blessing of fervor</i> does not stack with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/h/haste"><i>haste</i></a>.</p>


name: Blessing of Liberty
level: bard 2, shaman 2
school: abjuration
casting_time: 1 standard action
components: V, S, M (a feather or small object that symbolizes good fortune)
range: personal
target: you
duration: 1 minute/level
description:
<p>You imbue yourself with the blessings of liberty. You gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> per 6 caster levels (minimum +1, maximum +3) to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> and on saving throws against spells and traps that would move you or impede your movement. You can end the spell’s effects as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to gain a +20 foot <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to your base <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/speed">speed</a> for 1 round per whole minute of duration remaining.</p>


name: Blessing of the Mole
level: cleric/oracle 3, inquisitor 3, paladin 3, ranger 3
school: transmutation
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 1 creature/level
duration: 1 minute/level
saving_throw: none (harmless)
description:
<p>The targets gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 30 feet and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks.</p>


name: Blessing of the Salamander
level: druid 5, ranger 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>When you cast this on a creature, its skin turns slick and clammy and it is able to regenerate damage each round. While under the effects of the spell, the creature gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> 5, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">fire resistance</a> 20 and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">Combat Maneuver Defense</a>.</p>


name: Blessing of the Watch
level: cleric 1, inquisitor 1, paladin 1
school: enchantment (compulsion) [mind-affecting]
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions like <a href="https://www.d20pfsrd.com/magic/all-spells/b/bless" style="font-style: italic">bless</a>, except as noted. It works only in the caster’s home city, and in areas under the jurisdiction of the city watch. For example, if the watch patrols a shantytown outside the city walls but not the ruined subterranean tunnels that lie beneath the city, the spell works in the former area but not the latter.</p><p><b>Note</b> This spell is associated with a particular deity. The caster must worship the associated deity. The symbol of the associated deity appears above the heads of those affected by this spell, making those affected and unaffected by the spell immediately apparent.</p>


name: Blessings of Luck and Resolve
level: cleric 2, inquisitor 2, paladin 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: one living creature touched
duration: 1 minute/level (D), special see below
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>A favored blessing of <a href="https://www.d20pfsrd.com/races/core-races/halfling">halfling</a> <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a>, this spell grants its target a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on saving throws against fear effects. If the target has the fearless racial trait, it is immune to fear instead. If the target fails a saving throw against fear, it can end the spell as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> to reroll the save with a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a>, and must take the new result, even if it is worse.</p><div style="margin-left:40px">


name: Blight
level: druid 4, shaman 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, DF
range: touch
target: plant touched
duration: instantaneous
saving_throw: Fortitude half; see text
spell_resistance: yes
description:
<p>This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies.</p><p>This spell has no effect on the soil or surrounding plant life.</p>


name: Blightburn Weapon
level: alchemist 4, inquisitor 4, magus 4, sorcerer/wizard 5, witch 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one weapon
duration: 1 round/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You transform the target weapon into pure blightburn. The weapon functions as normal, but any creature that touches it, or that it strikes, takes 2d6 points of fire damage each round it remains in contact. In addition, the weapon emanates an aura of radiation that causes blightburn sickness. This is as the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, but with a 10-foot radius and a save DC equal to this spell’s save DC.</p>


name: Blinding Ray
level: cleric 2, inquisitor 3, paladin 2
school: evocation [good, light]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one or more rays of light
duration: instantaneous (see text)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You blast your enemies with blinding rays of sunlight. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit. If a ray hits, it explodes into powerful motes of light, and the target must save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round. If the target has <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Blindness-Ex-">light blindness</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a>, or is otherwise vulnerable to bright light, it instead must save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1d4 rounds and take 1d4 points of damage per two caster levels (maximum 5d4). Any creature <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> by a ray sheds light as a sunrod for the duration of its blindness. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.</p>


name: Blindness-Deafness
school: necromancy [curse]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: permanent (D)
saving_throw: Fortitude negates
spell_resistance: yes
level:
antipaladin 2, bard 2, bloodrager 2, cleric/oracle 3, psychic 2, shaman 3, sorcerer/wizard 2, witch 2

description:
<p>You call upon the powers of unlife to render the subject <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 you choose.</p><div>
<p>Get Organized!
 </p></div><div style="padding: 10px">
<p>The following information is <b>not</b> official in terms of general campaign usage. It is copied from the <a href="http://paizo.com/pathfinderSociety/faq" rel="nofollow noopener" target="_blank">Pathfinder Society Organized Play FAQ section</a> because we thought it might be helpful information for a player or GM in adjudicating common problems or questions. Usage is up to the GM of your game.</p>
<p style="font-weight: bold">What does a deaf PC (or other creature) need to do in order to read lips?</p>
<p>Any PC may learn to read lips with a rank in <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> as if they had learned a new language. When reading the lips of a speaking creature within 10 feet in normal lighting conditions, the reader need not make any skill checks. In situations of dim lighting, extreme distances, or to read the lips of someone trying to hide their words from the reader, the reader must make <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks (DC determined by the GM based on the situation). A lip reader may only understand spoken words in a language it knows.</p>
<p class="source">[<a href="http://paizo.com/pathfinderSociety/faq#v5748eaic9os8" rel="nofollow noopener" target="_blank">Source</a>]</p>


name: Blink
level: bard 3, magus 3, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You “blink” quickly back and forth between the Material Plane and the Ethereal Plane and look as though you’re winking in and out of reality at random. Blink has several effects, as follows.</p><p>Physical attacks against you have a 50% miss chance, and the <a href="https://www.d20pfsrd.com/feats/combat-feats/blind-fight-combat">Blind-Fight</a> feat doesn’t help opponents, since you’re ethereal and not merely <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).</p><p>If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.</p><p>Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).</p><p>While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-" rel="nofollow">Dexterity</a> bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.</p><p>You take only half damage from falling, since you fall only while you are material.</p><p>While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.</p><p>Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.</p><p>An ethereal creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a>, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.</p><p>An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.</p><p>Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.</p>


name: Blistering Invective
level: alchemist 2, bard 2, inquisitor 2
school: evocation [fire, language-dependent]
casting_time: 1 standard action
components: V, S
range: personal
area: 30-ft. radius
duration: instantaneous
saving_throw: Reflex partial, see text
spell_resistance: special, see below
description:
<p>You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.</p>


name: Bloatbomb
level: antipaladin 4, cleric 4, sorcerer/wizard 4
school: necromancy [acid, death]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous and 1 minute/level (see text)
saving_throw: Fort negates or Reflex half (see text)
spell_resistance: yes
description:
<p>The target creature dies if it fails a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw and its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> are no more than half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If it dies, its corpse rapidly putrefies. The next creature to touch the corpse within 1 minute per level of the target’s death causes the corpse to explode in a 10-foot-radius burst, dealing 3d6 points of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Acid">acid</a> damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half).</p>


name: Blood Armor
level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>Your blood becomes as hard as iron upon contact with air. Each time you take at least 5 points of piercing or slashing damage, your armor gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to your AC. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. This <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> stacks with itself, but not with an existing <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a>, to a maximum <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> of +5. This spell has no effect while underwater or in environments that lack air.</p>


name: Blood Biography
school: divination
casting_time: 1 minute
components: V, S, M/DF (a scrap of parchment)
range: touch
duration: instantaneous
saving_throw: Will negates (see text)
spell_resistance: no
level:
bard 2, bloodrager 3, cleric/oracle 3, inquisitor 3, medium 2, occultist 2, psychic 3, sorcerer/wizard 3

description:
<p>You learn the answers to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>, but living or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures are entitled to a Saving Throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell the answers to the following four questions appear on any flat surface you designate (a wall, a piece of paper, and so on).</p><ul>
<li>Who are you? (The name by which the creature is most commonly known)</li>
<li>What are you? (Gender, race, profession/role)</li>
<li>How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim’s knowledge)</li>
<li>When was your blood shed?</li>
</ul><p>These answers always appear in a language you can read even if the creature cannot speak that or any language.</p>


name: Blood Blaze
level: alchemist 2, antipaladin 1, bloodrager 2, cleric 2, magus 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation [fire]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target gains a 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air. Any creature (including the spell’s target) within the aura that takes at least 5 points of piercing, slashing, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any creature in that square, and 1 point of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon">splash</a> damage to all creatures within 5 feet of the spray’s target, including the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not have blood (including <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">oozes</a> and most <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>) do not create blood sprays when attacked.</p>


name: Blood Boil
level: magus 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of mercury)
range: touch
target: one living creature
duration: 3 rounds
saving_throw: Fort negates (see text)
spell_resistance: yes
description:
<p>The temperature of the target creature’s blood (or other similar body fluid) begins to rise over the next 3 rounds during the caster’s turn. Each round starting with the first, the target creature attempts a new saving throw at the start of the caster’s turn to resist that round’s effect. A successful save does not end the spell effect, but does prevent that round’s effect. On the round that this spell is cast, the target becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>. On the next round, as the blood temperature begins to rise, the target’s capillaries burst, dealing 1d6 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> to the target. On the third and final round, the target’s blood begins to boil; the spell deals 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (to a maximum of 15d6), and—if the target is still alive—the target becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a> rather than <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p>


name: Blood Crow Strike
level: cleric/oracle 4
school: evocation [fire]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: none
description:
<p>Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or <a href="https://www.d20pfsrd.com/classes/core-classes/monk#TOC-Flurry-of-Blows-Ex-">flurry of blows</a> attacks against the target as if it were in your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Threatened-Squares">threatened</a> area; each successful attack deals damage as if you had hit it with your unarmed strike, except half the damage is fire and half is negative energy (this negative energy does not heal <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>). For example, if you are a 14th-level <a href="https://www.d20pfsrd.com/classes/core-classes/monk">monk</a>, you can use a <a href="https://www.d20pfsrd.com/classes/core-classes/monk#TOC-Flurry-of-Blows-Ex-">flurry of blows</a> to attack five times, creating one energy crow for each successful attack against the target, and dealing 2d6 points of damage (plus appropriate unarmed strike modifiers) with each crow.</p>


name: Blood Mist
level: druid 8, shaman 8
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (a pinch of dried red algae)
range: medium (100ft. +10ft./level)
area: 60-ft. radius
duration: 1 minute/level
saving_throw: Fortitude negates (see text)
description:
<p>This spell summons forth a misty cloud of rust-red toxic algae. Any creature within the mist is coated by it, turning the creature the same reddish color. All targets within the mist gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. Any creature within the mist must save or take 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a> and become enraged, attacking any creatures it detects nearby (as the “attack nearest creature” result of the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> condition). An enraged creature remains so as long as the spell is in effect. A creature only needs to save once each time it is within the mist (though leaving and returning requires another save).</p>


name: Blood Money
level: magus 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 swift action
components: V, S
range: 0 ft.
effect: 1 material component
duration: Instantaneous
description:
<p>You cast <i>blood money</i> just before casting another spell. As part of this spell’s casting, you must cut one of your hands, releasing a stream of blood that causes you to take 1d6 points of damage. When you cast another spell in that same round, your blood transforms into one material component of your choice required by that second spell. Even valuable <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> worth more than 1 gp can be created, but creating such material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> requires an additional cost of 1 point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a>, plus a further point of damage for every full 500 gp of the component’s value (so a component worth 500–999 gp costs a total of 2 points, 1,000–1,500 costs 3, etc.). You cannot create magic items with <i>blood money</i>.</p><p>For example, a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a> with the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/s/stoneskin">stoneskin</a> prepared could cast <i>blood money</i> to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a> in the process.</p><p>Material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> created by <i>blood money</i> transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast <i>blood money</i>, and those who are immune to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a> (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> spellcasters) cannot use <i>blood money</i> to create valuable material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>.</p>


name: Blood Rage
level: adept 3, bard 2, cleric 3, sorcerer/wizard 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a drop of blood from each creature to be affected)
range: close (25 ft. + 5 ft./level)
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The targets of this spell become angrier as they fight, the pain of their wounds fueling their strength. An affected creature gains a cumulative +2 morale bonus to Strength and a cumulative -1 penalty to AC for every 5 points of damage it takes (maximum +10 Strength, -5 AC) for the duration of the spell. These bonuses last until the spell expires or the target falls unconscious.</p>


name: Blood Salvation
level: bloodrager 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D; see below)
description:
<p>While under the effect of this spell, you’re immune to any damaging area spells you cast. You can dismiss this spell as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> when you are caught within the area of someone else’s damaging area spell; if you do, you’re immune to that particular casting of that spell as well. If you have the blood casting class feature, you can cast this spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> instead of a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> while you’re in a bloodrage.</p><table>
<tbody>
<tr>
<td class="text"> <a href="http://www.amazon.com/gp/product/1601256892/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601256892&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=3RQGIP5N7XIFB4WN"> <img border="0" src="http://ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&amp;ASIN=1601256892&amp;Format=_SL250_&amp;ID=AsinImage&amp;MarketPlace=US&amp;ServiceVersion=20070822&amp;WS=1&amp;tag=httpwwwd20pfs-20"/> </a> <img alt="" border="0" height="1" src="http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/irthttpwwwd20pfs-20amplas2ampo-2ampa-260-2256892-2" style="border:none!important;margin:0px!important" width="1"/> </td>
<td class="text">
<div class="section15">
<p>     Section 15: Copyright Notice 
     </p></div>
<div>
<p><a href="http://www.amazon.com/gp/product/1601256892/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601256892&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=L7RPMODDPTJ24FG4" target="_blank">Pathfinder Player Companion: Advanced Class Origins</a> © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Tom Phillips, Stephen Radney-MacFarland, and Owen K.C. Stephens.</p>
</div>
</td>
</tr>
</tbody>
</table>


name: Blood Scent
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, antipaladin 2, bloodrager 3, cleric 3, druid 3, inquisitor 3, psychic 3, ranger 2, sorcerer/wizard 3, witch 3

description:
<p>You greatly magnify the target’s ability to smell the presence of blood. The target is considered to have the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> universal monster ability, but only for purposes of detecting and pinpointing injured creatures (below full <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>). Creatures below half their full <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or suffering <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage are considered strong scents for this ability.</p><p><a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-orc">Orcs</a> and any creature under the effects of <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on attack and damage rolls against creatures they can smell with this spell, or a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> if the target’s blood counts as a strong <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>.</p>


name: Blood Sentinel
level: alchemist 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
range: touch
target: one animal sculpture
duration: 10 minutes/level
saving_throw: none
spell_resistance: no (harmless)
components:
V, S, M (a life-sized animal sculpture of a familiar made of clay, cloth, stone, or wood, plus mandrake root worth 25 gp)

description:
<p>After casting this spell, you pour a few drops of your blood and saliva into the mouth of the animal sculpture material component, temporarily giving it life. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> is bonded to you as if it were a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a>, and it has the abilities of a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a> (use your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as your effective <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> level to determine its abilities), but it does not grant you the <a href="https://www.d20pfsrd.com/feats/general-feats/alertness">Alertness</a> feat or the special ability of its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> type. If your blood sentinel is slain, you take 2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Intelligence drain</a> and the blood sentinel’s body becomes a destroyed statue. This spell has no effect if you already have a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a> or another blood sentinel.</p>


name: Blood Song
level: bard 4
school: evocation
casting_time: 2 minutes
components: V, S, M (the caster’s blood)
range: touch
target: creature touched; see text
duration: 1 day or until discharged (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/i/imbue-with-spell-ability">imbue with spell ability</a>, with the following exceptions: only <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bard</a> spells of the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (<a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a>), <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a>, and <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a> schools can be transferred; the imbued spells last for 1 day; and the subject isn’t beholden to any principles regarding the imbued spells’ use.</p><p>As part of the casting, the caster must shed some of his blood (or an equivalent humor). If the caster isn’t susceptible to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Bleed-Ex-">bleed</a> damage, regardless of the reason, he can’t cast blood song. For each spell that is imbued using blood song, the caster loses 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, which can’t be regained by any means until the spell ends or is discharged.</p>


name: Blood Tentacles
level: antipaladin 4, cleric 5, shaman 5, sorcerer/wizard 5, summoner 4, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (a fresh handful of the caster’s blood)
range: personal
target: you
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>You smear a handful of your own blood across your chest, causing one writhing tentacle per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> to burst forth. You can direct these tentacles to attack a single creature within 15 feet as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, or one creature per 5 caster levels as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>. Each tentacle has an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> equal to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> plus either your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus (whichever is higher). Each tentacle deals 2d6 points of damage, and a tentacle collapses into dried blood on a successful hit, granting you a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to the damage dealt. You can’t gain more <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> than your maximum number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. These <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> disappear after 1 hour.</p>


name: Blood Ties
level: antipaladin 4, cleric 5, druid 5, inquisitor 5, psychic 5, shaman 5, witch 5
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, F (a small length of crimson string)
range: unlimited (see text)
target: two living creatures
duration: 1 day/level (D)
saving_throw: Will negates (see text)
spell_resistance: no
description:
<p>One of the targets of this spell must be a hostage—a bound, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pinned</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> creature within your reach (though the spell doesn’t end if the hostage later moves beyond your reach). The second target must be a member of the first target’s family. If neither creature successfully saves against the spell, the second target also takes any damage conferred to the hostage, provided both are still alive, to a maximum of 10 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> per day (damage beyond that necessary to kill the first target does not transfer). This transferred damage is typeless and ignores the second creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> and resistances. If either target succeeds at the saving throw, you can never attempt to exploit the connection between these particular two creatures again. The connection between your targets weakens when the two are less familiar with one another. Each target gains a +2 bonus on its save if the two are distant relations or related by marriage. Each target takes a –2 penalty on its save if the two targets are parent and child or siblings.</p>


name: Blood Transcription
level: alchemist 2, magus 2, wizard 2, witch 2
school: divination [evil]
casting_time: 1 standard action
components: V, S
range: touch
target: one dead spellcaster
duration: 24 hours
saving_throw: none
description:
<p>By consuming 1 pint of blood from a spellcaster killed within the last 24 hours, you can attempt to learn a spell that spellcaster knew. Select one spell available to the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> spellcaster (this must be a spell on your spell list); you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a>) using the normal rules for copying a spell from another source. Once you have learned it, you may prepare the spell normally.</p>


name: Blood in the Water
level: cleric 2, psychic 2, sorcerer/wizard 2
school: necromancy (emotion)
casting_time: 1 standard action
components: V, S, DF
range: 20 ft.
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>As part of the casting of this spell, you must deal 1 point of piercing or slashing damage to yourself to release your blood. This causes you to take 1 point of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage. While the spell is in effect, all <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark">sharks</a>, feeders in the depths, and creatures with the blood frenzy ability in the area gain a +2 bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> and take a –2 penalty to AC. This is treated as blood frenzy for the purposes of other feats and effects, and doesn’t stack with the effects of actual blood frenzy. If you cease bleeding, the spell immediately ends.</p>


name: Blood of the Martyr
level: cleric/oracle 2, inquisitor 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You cause the target to bleed from every orifice, and her organs and blood become suffused with positive energy. If the subject fails her <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, she takes 1d6 points of bleed damage per 4 caster levels (to a maximum of 4d6 at 16th level) when you cast this spell. Any creature that takes a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> to sup the blood of the bleeding subject heals a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to twice as many as the subject lost that round due to the bleed effect. The subject must be willing or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> to sup her blood, which provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. Only one creature can be healed in this way per round. The subject can lick her own wounds in this way to regain half as many <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> as she lost that round. If the bleeding effect is stopped or the spell’s duration ends, the subject’s blood no longer heals those who drink it, though in the latter case the subject continues to bleed until the bleeding is stopped via magical <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> or a successful DC 15 <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check.</p>


name: Bloodbath
school: necromancy
casting_time: 1 standard action
components: V, S, F (a ceremonial dagger )
range: close (25 ft. + 5 ft./level)
target: up to one living creature/level, no two of which can be more than 30 feet apart
duration: 1 round/level (D)
saving_throw: Fort negates
spell_resistance: yes
level:
antipaladin 1, bloodrager 1, cleric 2, inquisitor 2, medium 1, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2

description:
<p>You cut yourself with the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/dagger">dagger</a>, dealing yourself 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage. So long as you keep taking this <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage, your targets each <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> for 1d6 points of damage at the beginning of their turns. The <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage on any target ends if that target receives magical <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a>, or if your <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage ends for any reason. This spell has no effect if you’re immune to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage or can otherwise reduce or ignore the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage to yourself.</p>


name: Bloodhound
level: alchemist 3, inquisitor 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of blood and a pinch of cinnamon)
range: personal
duration: 1 hour/level
description:
<p>You gain the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> special quality, including the ability to track by <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>. You receive a +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks involving smell and a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks to track using <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>. You take a -4 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> against odor-related effects such as the stench ability and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/s/stinking-cloud"><i>stinking cloud</i></a>. A creature under the effects of <i>bloodhound</i> can detect poison by <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> with a DC 20 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check.</p>


name: Bloodstone Mirror
level: cleric 7, occultist 5, witch 7
school: abjuration
casting_time: 1 standard action
components: V, S, M (a red bloodstone worth 500 gp)
range: personal
target: you
duration: 1 hour/level
description:
<p>This spell reflects any attempts to steal your free will. Whenever you are exposed to a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effect or a spell that would otherwise give another creature control of your actions (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/control-undead">control undead</a>), you can dispel this effect as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> to redirect the spell to a creature within 30 feet. The affected creature must attempt a save against the original DC of the triggering effect. On a failure, it is subject to the effects of the triggering spell, with the exception that you are treated as the original caster (statistics determined by <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> are still calculated according to its original caster). The target creature applies any <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> or immunities it has normally. You can have only one instance of this spell active at a time.</p>


name: Bloodsworn Retribution
level: cleric/oracle 6, paladin 4, ranger 4
school: necromancy
casting_time: 1 round
components: V, S, M (your blood)
range: personal
target: you
duration: special (see text)
description:
<p>When you cast this spell, you cut yourself and swear an oath of retribution on your own blood. You decide how much damage you want to take from this attack, up to 25 points. This damage cannot be healed for as long as the spell is in effect. Anytime you perform an attack, save, or check that is directly related to the oath and brings you closer to the fulfillment of that oath, you gain a morale bonus to that roll equal to the number of hit points of damage you took from the oath divided by 5. The GM is the final arbiter over whether or not an action qualifies for this bonus. When you fulfill the oath (or choose to forsake it), the spell ends, and the lost hit points can be healed as normal.</p>


name: Bloody Arrows
level: antipaladin 3, inquisitor 3, magus 3, ranger 3, shaman 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature
duration: 1 round/level
saving_throw: none (harmless)
spell_resistance: no (harmless)
description:
<p>Whenever this spell’s target hits a creature with a ranged weapon that successfully deals piercing or slashing damage, the struck creature takes 1 point of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage. Unlike most <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage, the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage dealt by the subject of this spell is cumulative up to an amount equal to 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (to a maximum of 5 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage at 10th level).</p>


name: Bloody Claws
level: druid 4, ranger 3
school: necromancy
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You give a creature the ability to deal <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage when making natural attacks so long as the attack deals slashing or piercing damage. This <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage for each attack is equal to one-half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (limited to the creature’s maximum damage with that attack), though <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage does not stack. When two or more attacks deal <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage, take the worse effect.</p>


name: Bloody Tears and Jagged Smile
level: arcanist 2, cleric/oracle 2, sorcerer/wizard 2, warpriest 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: personal and see text
target: you and see text
duration: 10 minutes/level
saving_throw: none
spell_resistance: yes
description:
<p>Your eyes turn black and weep blood, and your teeth become jagged fangs. You gain a bite attack (1d3 points of damage if you are Small, 1d4 points of damage if you are Medium). You gain a +4 profane bonus on Intimidate checks and on your spell DCs for spells with the fear descriptor. You perceive creatures as if using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deathwatch/">deathwatch</a>.</p>


name: Blot
level: bard 3, cleric 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a bit of cloth made wet with saliva)
range: close (25 ft. + 5 ft/2 levels)
area: 10 ft.-radius burst
duration: 24 hours
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell reduces all types of writing and other recognizable symbols found on any sort of surface within range into illegible smears. It affects books, carvings on stone, or even tattoos with equal ease. It does not affect writing that is not actually on a surface, such as an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>, projection, reflection, or anything similar. Spellbooks and magical items that contain writing (such as <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scrolls</a>) gain a saving throw to resist the effects of this spell. Against magical writing created by spell effects (such as glyphs of warding or symbols), blot instead functions as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> spell capable of targeting all such spell effects in the area. This spell has no effect on writing found on artifacts or similarly unique surfaces. </p>


name: Blur
level: alchemist 2, bard 2, magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: illusion (glamer)
casting_time: 1 standard action
components: V
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject’s outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance).</p><p>A <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/see-invisibility/">see invisibility</a></i> spell does not counteract the blur effect, but a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/true-seeing/">true seeing</a></i> spell does.</p><p>Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).</p>


name: Blurred Movement
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
level:
alchemist 1, bard 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/b/blur/" style="font-style: italic">blur</a>, except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of your movement. It is therefore mainly used to protect against attacks on your turn, such as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn.</p>


name: Body Capacitance
level: alchemist 1, sorcerer/wizard 1
school: transmutation [electricity]
casting_time: 1 standard action
components: V, S, M (an iron coil)
range: personal
target: you
duration: 1 minute/level or until discharged (see text)
description:
<p>If you take electricity damage while this spell is active, some of the energy is stored on your skin, as with holding the charge on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spell. You can release this stored electricity by making a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. You gain a +3 bonus on the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> if your opponent is wearing metal armor, is carrying a metal weapon, or is made of metal. The target of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> is dealt electricity damage equal to half the amount of electricity damage you took after you cast this spell (for example, if you saved for half damage against a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/l/lightning-bolt">lightning bolt</a> and took only 15 points of electricity damage, your next <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> deals 7 points of electricity damage). This spell is discharged once you hit with a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to deliver its damage. If you take electricity damage multiple times while this spell is active, use the largest amount of electricity damage you took to determine your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> damage.</p>


name: Body Double
level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (two glass beads)
range: close (25 ft. + 5 ft./2 levels)
target: two creatures; see text
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>Upon casting this spell, choose a primary target and a secondary target, both of which must be within range. If the primary target fails or forfeits its saving throw, its appearance, scent, sounds, and mannerisms change to match those of the secondary target.</p><p>As long as the two targets are of the same size category, they are indistinguishable. As a consequence, if the targets are adjacent and a creature takes an action that would affect one of the targets (such as an attack, a targeted spell, or an area effect), that action has a 50% chance of affecting the other target instead.</p><p>Any action that would affect both of the creatures affects them both normally.</p><p>This spell does not deceive creatures that have <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/t/true-seeing">true seeing</a>.</p><p>Likewise, a creature that can’t perceive one of the targets is not fooled by this spell (even if the spell fooled that creature earlier), and its attacks, targeted spells, and other actions affect targets as normal.</p>


name: Boiling Blood
level: bard 2, bloodrager 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: concentration + 1 round/level (D)
saving_throw: Fortitude negates (see text)
description:
<p>The blood of the targeted creatures begins to boil. If a target fails its save, it takes 1 point of fire damage per round. This spell has no effect on creatures that don’t have blood.</p><p>If a target has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Orc">orc</a> subtype, it doesn’t take fire damage and instead gains a +2 <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>.</p>


name: Bolt of Glory
level: glory 6
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./level)
target: ray
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You fire a ray of positive energy. A creature struck takes varying damage, depending on its nature and home plane of existence.</p><ul>
<li>Neutral <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> and creatures native to the Material Plane and Elemental Planes take 1d6 points of damage per 2 levels (maximum 7d6).</li>
<li>Evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, and natives of the Negative Energy Plane take 1d6 points of damage per level (maximum 15d6).</li>
<li>All other creatures take no damage.</li>
</ul>


name: Bolts of Bedevilment
level: madness 5
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: ray
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You can fire one ray per round that <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazes</a> one living creature for 1d3 rounds.</p>


name: Bomber’s Eye
level: alchemist 1
school: transmutation
casting_time: 1 standard action
components: S
range: personal
duration: 1 round/level
description:
<p>This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on attack rolls made with thrown weapons.</p>


name: Bone Fists
level: bloodrager 2, cleric 2, druid 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (the knucklebone of a dire animal)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none (harmless)
spell_resistance: no
description:
<p>The bones of your targets’ joints grow thick and sharp, protruding painfully through the skin at the knuckles, elbows, shoulders, spine, and knees. The targets each gain a +1 bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a> and a +2 bonus on damage rolls with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a>, and they are treated as having <a href="https://www.d20pfsrd.com/equipment/armor/armor-spikes/">armor spikes</a>, with which they are proficient.</p>


name: Bone Flense
level: bloodrager 2, cleric 3, druid 3, inquisitor 3, magus 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: M/F (a jagged shard of bone from a humanoid creature)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>Choose a creature that you can see. When that creature is struck by a weapon wielded by a member of the <a href="https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/crimson-assassin/">Crimson Assassins</a>, a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sabre-sawtooth">sawtooth sabre</a>, or by the claw of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/mantis/giant-mantis">giant mantis</a>, the bone nearest to the wound instantly sprouts jagged, razor-sharp spurs that flense the muscle and flesh from the inside out unless the target succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. The creature takes 1d6 points of piercing damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. While the bone returns to normal immediately after dealing damage, the creature takes 1d4 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage for 1 round per 2 caster levels. The victim is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> by the pain for the duration of the bleeding. If the target creature has no bones, this spell has no effect.</p>


name: Boneshaker
level: antipaladin 1, cleric 2, inquisitor 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, F (human-shaped fetish made of bones)
range: medium (100 ft. + 10 ft./level)
target: one living creature or undead creature with a skeleton
duration: instantaneous
saving_throw: Fortitude partial or negates (see text)
spell_resistance: yes
description:
<p>By using a bone fetish like a marionette, you take control of a target creature’s <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeleton</a>. This has a variety of effects depending on whether the target is living or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>.</p><p>A living creature has its <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeleton</a> rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels you have.</p><p>In addition, you can move the target 5 feet. This movement doesn’t provoke attacks of opportunity. A successful saving throw halves the damage and negates the movement.</p><p>An undead creature takes no damage. Instead, you manipulate the undead, forcing it to take an immediate action to either move up to its speed (provoking attacks of opportunity as normal) or make a single attack against a creature of your choice in its reach. Either of these is the most basic version of the action the creature can take (it doesn’t activate any special abilities that it could apply to the movement or attack, such as grab). A successful saving throw negates this effect. A mindless undead creature doesn’t receive a save against this effect.</p>


name: Boneshatter
level: arcanist 4, cleric/oracle 5, sorcerer/wizard 4, warpriest 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (a broken bone)
range: close (25 ft. + 5 ft./2 levels)
target: one corporeal creature or object
duration: instantaneous and 1 minute/level (see text)
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>The target’s bones (or exoskeleton) splinter, dealing 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6) to the target, which is also <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a> for 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> from the pain and exertion of the transformation.</p><p>If the target succeeds at its save, it takes half damage and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> rather than <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>. Objects made of bone, chitin, or similar material take half again as much damage (+50%) from this spell. This spell has no effect on a creature that has neither a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeleton</a> nor a hard carapace.</p>


name: Book Ward
level: bard 2, cleric/oracle 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a drop of clear oil)
range: touch
target: one touched object of up to 10 pounds/level
duration: 1 day/level or until discharged (see text)
saving_throw: Will negates
spell_resistance: Yes (harmless)
description:
<p>As <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/p/protection-from-energy"><i>protection from energy</i></a>, except as noted above and that the spell only protects against acid and fire damage. While the energy protection remains, the item is also completely waterproof (this protection extends to other liquids as well, such as alcohol and oil).</p>


name: Borrow Corruption
level: antipaladin 2, cleric 4, druid 4, medium 2, occultist 3, psychic 4, shaman 4, witch 4
school: transmutation [evil]
casting_time: 1 standard action
components: V, S, M (a dirty scrap of a good priest’s raiment)
range: touch
target: creature touched
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> a creature with at least one manifestation from a corruption. You temporarily gain any stains and gifts that corruption grants to the creature, and the creature retains them. If the gifts have limited uses, you count as having no uses remaining. You take 1d3 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Wisdom drain</a> whenever you cast this spell.</p><p>If your campaign uses <a href="https://www.d20pfsrd.com/gamemastering/other-rules/sanity">the sanity rules</a>, your sanity score decreases by 2 (and thus your sanity edge decreases by 1) each time you cast this spell, instead of you taking <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Wisdom drain</a>. Only <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/r/restoration">greater restoration</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/w/wish">wish</a> can remove this decrease. A single casting of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/r/restoration">greater restoration</a> removes one decrease of sanity from casting borrow corruption, while a casting of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/m/miracle">miracle</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/w/wish">wish</a> removes them all.</p>


name: Borrow Fortune
level: medium 3, oracle 3, psychic 3
school: evocation
casting_time: 1 immediate action
components: V
range: personal
duration: instantaneous; see text
description:
<p>When you make a d20 roll, you may choose to immediately cast this spell to reroll that die before success or failure is known, keeping the more favorable result. For the next two rounds following your casting of the spell, you must roll two dice each time a d20 roll is called for, keeping the less favorable result.</p>


name: Borrow Skill
level: bard 1, psychic 1
school: transmutation
casting_time: 1 standard action
components: S
range: touch
duration: up to 1 round/level (see description)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You borrow one of the target’s known skills. After touching the subject, you can make a single check with the chosen skill using the subject’s skill ranks, but modified by your own key ability.</p><p>If you take longer than the spell’s duration to make the check or the check requires more time, then it fails and you must use your own skill ranks (if any). If the borrowed skill is a class skill for you, you gain the +3 bonus on checks using that skill.</p>


name: Bouncing Bomb Admixture
level: alchemist 3
school: transmutation
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of the next bomb you create and throw during this extract’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 (a formula with ‘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 your next bomb, choose one target that would normally be hit by the bomb’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon">splash</a> damage. The target is affected as if it suffered a direct hit from the bomb instead.</p>


name: Bouncy Body
level: alchemist 1, bloodrager 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level
description:
<p class="description">The target’s flesh becomes flexible and rubbery.</p><p>It gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks and <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> checks, as well as to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>. Anytime the target would take falling damage, it treats falls as 20 feet shorter (minimum 0) for the purpose of determining damage. In addition, if the target falls against a hard surface, it can attempt an <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check (DC = the distance fallen) to attempt to bounce upward; success means the creature bounces upward half the distance fallen.</p>


name: Bountiful Banquet
level: bard 4, cleric 4, druid 4, shaman 4
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M (a turkey bone)
range: close (25 ft. + 5 ft./2 levels)
effect: feast for two creatures/level
duration: 1 hour; see text
saving_throw: none
spell_resistance: no
description:
<p>You conjure a beautiful and delicious feast with hors d’oeuvres, four courses worth of food, and plentiful drink. The food appears on ornate serving trays or in exquisite covered tureens, as appropriate to each type of dish. Place settings and serving utensils also appear—enough for each creature that will participate in the feast—along with elegant tablecloths and table linens. The spell doesn’t create furniture, but the feast does adapt to appear on top of existing tables (or similar objects in the environment).</p><p>Though the feast and all the finery last only 1 hour, creatures that partake remain nourished and sated for 24 hours. Though you have little control over the fine details of the feast, you can specify what type of dish you want for each course and what sorts of beverages are provided. The feast automatically adjusts depending on the type of spellcaster you are. For instance, a <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a> casting this spell typically creates a spread of natural berries, whole roasted <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>, and sweet (and possibly fermented) nectar for beverages, all on rough-hewn wooden plates with chopsticks instead of silverware and sizable leaves replacing napkins.</p>


name: Bow Spirit
level: ranger 4
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 round/level
description:
<p>A <i>bow spirit</i> is a shapeless force that hovers about you, taking ammunition from your quiver and firing it. For as long as the <i>bow spirit</i> lasts, you can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to direct the <i>bow spirit</i> to fire an arrow or a bolt at a target of your choice, as if the <i>bow spirit</i> were firing the necessary ranged weapon. The <i>bow spirit</i> uses your base <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier, as well as any bonuses and effects from feats you have that affect ranged attacks, or bonuses from the ammunition it uses.</p><p>A <i>bow spirit</i>‘s attacks do not provoke attacks of opportunity.</p><p>There must be ammunition available for the <i>bow spirit</i> to use, and it expends ammunition as if used by you.</p><p>A <i>bow spirit</i> occupies your space, and moves with you.</p><p>It cannot be attacked or harmed by physical attacks, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate"><i>disintegrate</i></a>, <i>a sphere of annihilation</i>, or a <i>rod of cancellation</i> affects it. A <i>bow spirit</i>‘s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> against touch attacks is 10 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier.</p>


name: Bowstaff
level: inquisitor 1, paladin 1, ranger 1
school: transmutation
casting_time: 1 swift action
components: V
range: personal
target: one weapon (bow)
duration: 1 round/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>The bow that is touched takes on the rigidity and toughness of forged steel, allowing it to be used as a melee weapon. The spell allows a shortbow to be used as a club or a longbow to be used as a quarterstaff, although the bow retains its normal <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> and <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a>. The bow’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a>, if any, applies on melee attack and damage rolls. Additional weapon special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.</p>


name: Brand
level: inquisitor 0
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 day/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p><i>Brand</i> etches an indelible rune or mark of no more than 6 characters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A <i>brand</i> can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the <i>brand</i> returns if the damage is healed.</p>


name: Brand of Conformity
level: inquisitor 1
school: transmutation [curse]
casting_time: 1 round
components: V, S, DF
range: touch
target: creature touched
duration: 1 day/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>This spell etches the symbol of a nation, organization, or order on the target, dealing 1 point of damage. The mark can be placed on any exposed portion of the creature, typically the head or forearm. While branded in this way, the recipient loses the ability to speak or understand its racial language and the language of its homeland or primary culture (if these are different). For example, an <a href="https://www.d20pfsrd.com/races/core-races/elf">elf</a> raised among a primitive tribe would lose Elven and the tribal language (if she knew both those languages), while a <a href="https://www.d20pfsrd.com/races/core-races/halfling">halfling</a> raised among <a href="https://www.d20pfsrd.com/races/core-races/dwarf">dwarves</a> would lose both <a href="https://www.d20pfsrd.com/races/core-races/halfling">Halfling</a> and Dwarven (if she knew both those languages). A <a href="https://www.d20pfsrd.com/races/core-races/gnome">gnome</a> raised among <a href="https://www.d20pfsrd.com/races/core-races/gnome">gnomes</a> would lose Gnome, but no other language. This spell never suppresses Common or Undercommon, nor does it prevent spellcasting, though it may prevent a target from speaking intelligibly if it suppresses all of the target’s languages. A brand of conformity can be hidden beneath clothing or removed by scraping it away (the latter deals 1d6 points of damage, though the brand returns if that damage is healed). In any event, the language-suppression element of a brand of conformity continues to function even when hidden or scraped away.</p>


name: Brand of Hobbling
level: inquisitor 2
school: transmutation [curse]
casting_time: 1 round
components: V, S, DF
range: touch
target: creature touched
duration: 1 day/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>This spell etches a symbol of chains, a particular prison, or a lawful institution on the target, dealing 1d6 points of damage. The mark can be placed on any exposed portion of the creature, typically on the head or forearm. While the recipient is branded in this way, all of its movement speeds are reduced by half (rounded down to the next 5-foot increment). A brand of hobbling can be hidden by clothing or removed by scraping the brand away (the latter deals 1d6 points of damage, though the brand returns if that damage is healed), but in either case the effects of a brand of hobbling continue to function.</p>


name: Brand of Tracking
level: inquisitor 4
school: transmutation [curse]
casting_time: 1 round
components: V, S, DF
range: touch
target: creature touched
duration: permanent
saving_throw: Fort negates
spell_resistance: yes
description:
<p>This spell etches the symbol of an eye or a lawful institution on the target, dealing 1d6 points of damage. The mark can be placed on any exposed portion of the creature, typically the head or forearm. While the target is branded in this way, twice per day as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can instantly determine in what direction and how far away the target is, as long as it is within a range equal to 1 mile per your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If the target travels beyond this range or to another plane, you cannot gain information about the recipient’s location. Similarly, if the target becomes warded by a spell or effect that thwarts <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> spells (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/nondetection">nondetection</a>) or moves into such an area (such as one created by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a>), you cannot gain information about the target’s location. This effect otherwise works as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/locate-creature">locate creature</a> spell that lasts for 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. It can be fooled by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mislead">mislead</a> but not by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph">polymorph</a>.</p><p>A brand of tracking can be hidden by clothing or temporarily removed by scraping it away (the latter deals 1d6 points of damage, though the brand returns if that damage is healed, or 1 day later otherwise). The effects of a brand of tracking continue to function even when hidden or scraped away. A brand of tracking cannot be dispelled, but it can be permanently removed by any means that removes a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mark-of-justice">mark of justice</a>.</p>


name: Break
level: bloodrager 1, psychic 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a twig)
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Fortitude negates (object)
spell_resistance: yes (object)
description:
<p>You can attempt to break or at least damage any one Medium or smaller object within range. If the target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> Saving Throw, it gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition. If cast on a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> item, that item is destroyed on a failed save.</p>


name: Break Enchantment
level: bard 4, cleric/oracle 5, inquisitor 5, paladin 4, shaman 5, sorcerer/wizard 5, witch 5
school: abjuration
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
<p>This spell frees victims from <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantments</a>, <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutations</a>, and curses. <i>Break enchantment</i> can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.</p><p>If the spell is one that cannot be dispelled by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>, <i>break enchantment</i> works only if that spell is 5th level or lower.</p><p>If the effect comes from a permanent magic item, <i>break enchantment</i> does not remove the curse from the item, but it does free the victim from the item’s effects.</p>


name: Breath of Life
level: cleric/oracle 5, shaman 5
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless) or Will half, see text
spell_resistance: yes (harmless) or yes, see text
description:
<p>This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).</p><p>Unlike other spells that heal damage, <i>breath of life</i> can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score, the creature remains dead. Creatures brought back to life through <i>breath of life</i> gain a temporary <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> that lasts for 1 day.</p><p>Creatures slain by death effects cannot be saved by <i>breath of life</i>.</p><p>Like cure spells, <i>breath of life</i> deals damage to undead creatures rather than curing them, and cannot bring them back to life.</p>


name: Brightest Light
school: evocation [light]
duration: 1 hour/level (D)
level:
bard 4, cleric 4, druid 4, inquisitor 4, magus 4, occultist 4, paladin 4, ranger 4, shaman 4, sorcerer/wizard 4

description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daylight">daylight</a>, except it lasts longer. In addition, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> once during the spell’s duration, you can will the light to try to end a magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> effect located within 60 feet of the light this spell emits. Attempt a dispel check (1d20 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>), with a DC equal to 11 + the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the darkness effect. If you succeed, the darkness effect ends. Regardless of whether you are successful, the light from this spell dims to the brightness of a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Torch">torch</a> for the spell’s remaining duration.</p>


name: Brightest Night
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level
saving_throw: none
spell_resistance: no
level:
arcanist 1, bard 1, cleric 1, druid 1, hunter 1, oracle 1, paladin 1, skald 1, sorcerer 1, warpriest 1, witch 1, wizard 1

description:
<p>You grant <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a> to the affected creatures. Creatures that already have <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a> have their existing <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Low-Light-Vision-Ex-">low-light vision</a> enhanced so that they can see four times as far in conditions of dim light. Creatures within 10 feet of someone under the effects of brightest night do not gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> from dim light.</p>


name: Brilliant Inspiration
level: bard 6
school: evocation [language-dependent]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level and special (see below)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You open a link between your mind and the subject’s mind, giving advice and encouragement for as long as the spell is in effect. Each time the subject of the spell makes an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, ability check, or skill check, it rolls two d20s and takes the better result. If any roll is a natural 20, the spell’s effect ends-your brilliant advice is spent.</p>


name: Bristle
level: druid 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes
description:
<p>You give a creature the ability to redirect a portion of its innate toughness away from its own defense and toward the amount of damage it deals with natural attacks. Each round, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> at the start of its turn, the creature can choose to reduce some or all of its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> and gain an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on all damage rolls for natural attacks equal to that amount. The reduction to natural armor, and thus the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on damage rolls, cannot exceed 1 point per 3 caster levels, to a maximum penalty/bonus of -5/+5 at 15th level. A creature cannot reduce its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> to less than 0 with this spell.</p><p>All attacks directed against the creature use its adjusted <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> until the start of its next turn, at which time it can choose to modify its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> again or keep it at its current level. Creatures make this decision without any need for conscious thought or reflection; even creatures with no <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score can benefit from this spell, although they always opt for the maximum possible reduction and bonus, regardless of any tactical advantage they might lose.</p>


name: Brittle Portal
level: antipaladin 2, cleric 2, druid 2, inquisitor 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell weakens the bonds of existence, and reduces the <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> of any non-magical surface within its area of effect by 2 per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The spell is centered on a flat surface chosen by the caster, and the <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> reduction effect persists for the duration of the spell.</p>


name: Brow Gasher
level: bloodrager 2, inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
area: one slashing melee weapon touched
duration: 1 round/level or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits a living creature, in addition to the normal effects of that hit, the wielder can discharge this spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> to open a gash on the target’s forehead that deals bleed damage equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. At the start of each of the target’s turns, when it takes bleed damage, it also takes a cumulative –1 penalty on all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>. When that penalty reaches –3, the target also treats all targets as having <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (20% miss chance). When the penalty reaches –5, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>. Stopping the bleed damage ends the effects this spell imposes on the bleeding creature. A target that is immune to bleed damage is also immune to all this spell’s effects.</p>


name: Build Trust
level: bard 2, cleric 2, inquisitor 2, mesmerist 2, paladin 1, psychic 2
school: divination
casting_time: 1 standard action
components: V, S, M (a gold piece)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level; see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>You get a sense of the best way to interact with the target in order to encourage positive regard and fellowship toward you.</p><p>You gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on all <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> checks and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skill checks you attempt when interacting with the target. In addition, whenever you fail a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skill check when interacting with the target, you can reroll the check as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>.</p><p>Attempting this reroll grants the target a new saving throw to end the spell. The target doesn’t become hostile to you when the spell ends, but it does become disillusioned of its new trust in you. Attacking the target or taking an obvious hostile action against it automatically ends the spell.</p><p>If you are using the <a href="https://www.d20pfsrd.com/basics-ability-scores/more-character-options/ultimate-campaign-contacts/">contacts rules</a>, your trust score with the target increases by 1 for the duration of the spell. If you’re using the <a href="https://www.d20pfsrd.com/gamemastering/other-rules/intrigue/#Individual_Influence">individual influence</a> system, if the target fails its initial saving throw you learn one of its influence skills, strengths, or weaknesses as though you had succeeded at a discovery check.</p>


name: Bullet Shield
level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S, M (a bullet)
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The warded creature gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC against <a href="https://www.d20pfsrd.com/equipment/weapons/firearms">firearm</a> and ranged attacks, with an additional +1 to the bonus for every five caster levels you have (to a maximum of +8 at 20th level). Though the spell is called <em>bullet shield</em>, it also grants this protection from attacks made from firearms with the scatter weapon quality.</p>


name: Bullet Ward
level: antipaladin 2, bard 2, inquisitor 2, paladin 2, psychic 2, ranger 2, sorcerer/wizard 2, witch 2
school: abjuration
casting_time: 1 standard action
components: V, S, F (one to four adamantine bullets, each worth 61 gp)
range: personal
target: you
duration: 10 minutes/level or until discharged
description:
<p>You toss several <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> bullets into the air, which then hover protectively nearby and intercept <a href="https://www.d20pfsrd.com/equipment/firearms">firearm</a> attacks targeting you. The number of bullets protecting you is equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 4). When an opponent takes a shot at you with a <a href="https://www.d20pfsrd.com/equipment/firearms">firearm</a>, as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> you can designate a hovering bullet to attempt to block the attack, increasing your AC against that attack by 10. Doing this destroys the <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> bullet whether or not the attack hits. The spell is discharged when all affected <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> bullets are destroyed or taken from you. Each <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> bullet has AC 24, 20 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, and <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 20.</p>


name: Bull’s Strength
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a few hairs, or a pinch of dung, from a bull)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, magus 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2

description:
<p>The subject becomes stronger. The spell grants a +4 enhancement bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-" rel="nofollow">Strength</a>, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.</p><div style="margin-left: 40px">


name: Bungle
level: psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid
duration: concentration + 2 rounds or until triggered
saving_throw: Will negates
description:
<p>The target takes a –20 penalty on its next <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> or check that requires a d20 roll. The action must be one deliberately taken by the target on its turn. Creatures with more than 10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> are unaffected by this spell.</p>


name: Buoyancy
level: bard 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: up to 1 round/level (see text)
saving_throw: Will negates (harmless) or Will negates (object)
spell_resistance: yes (object)
description:
<p>The affected creatures or objects become incredibly buoyant. The affected creatures (including gear and carried objects up to each creature’s maximum load) and objects naturally float on any water at least 1 foot deep. An affected creature that deliberately tries to submerge must succeed at a DC 20 <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> check every round to stay underwater. The spell ends if the creature or object spends at least 1 round on dry land.</p>


name: Burdened Thoughts
level: druid 2, shaman 2, sorcerer/wizard 3, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a lead bearing wrapped in clay)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You fill a creature’s mind with the realization of its earthly weight and responsibilities. Disheartened and wearied by these thoughts, the creature gains heavy encumbrance and is unable to fly (if already flying, it must land as soon as possible).</p><p>If the creature is three or more size categories larger than you, it’s also <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>.</p>


name: Burn Corruption
level: bloodrager 4, magus 5, sorcerer/wizard 5
school: evocation [fire, good]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: 10-ft. cube/level (S)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>This spell fills the area with violet flames that scour an area clean of life—especially of the corrupted life of the Abyss.</p><p>Creatures (and foliage) in the area take 1d8 points of fire damage per 2 caster levels you possess (maximum 7d8) unless they are <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-Chaotic">chaotic</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> subtypes or are otherwise tainted by <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon">demons</a>, in which case they instead take 1d6 points of fire damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6).</p><p>This fire damage ignores the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">fire resistance</a> granted by the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> subtype, but it does not penetrate any other form of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">fire resistance</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a>.</p>


name: Burning Arc
level: sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>This spell causes an arc of flame to leap from your fingers, burning a number of enemies nearby. It deals 1d6 points of fire damage per caster level (maximum 10d6). For every additional target the discharge arcs to, reduce the number of damage dice by half (rounded down). Therefore, at 9th level, your burning arc deals 9d6 points of fire damage to the primary target, then 4d6 points of fire damage to a secondary target, then 2d6 points of fire damage to an additional target.</p><p>Each target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw for half damage. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You may choose secondary targets as you like, but they must all be within 15 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. </p>


name: Burning Disarm
level: cleric/oracle 1, druid 1, sorcerer/wizard 1
school: transmutation [fire]
casting_time: 1 standard action
components: V, S
range: Short (25 ft. + 5 ft./2 levels)
target: Held metal item of one creature or 15 lbs. of unattended metal
duration: instantaneous
saving_throw: Reflex negates (object, see text)
spell_resistance: Yes (object)
description:
<p>This spell causes a metal object to instantly become red hot. A creature holding the item may attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to drop it and take no damage (even if it is not their turn), otherwise the hot metal deals 1d4 points of fire damage per caster level (maximum 5d4). Circumstances that prevent the creature from dropping the item (such as a locked gauntlet) mean the creature gets no saving throw. The heat does not harm the item, and it does not get hot enough or last long enough to ignite flammable objects. The item cools to its previous temperature almost instantly. If cast underwater, burning disarm deals half damage and boils the surrounding water.</p>


name: Burning Entanglement
level: druid 3, hunter 3, ranger 3, shaman 3, witch 3
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: 40-ft.-radius spread
duration: 1 round/level
saving_throw: Reflex negates or partial (see text)
spell_resistance: no
description:
<p>This spell functions as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/entangle">entangle</a>, except it sets the foliage on fire. A creature that begins its turn <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> by the spell takes 4d6 points of fire damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half), and a creature that begins its turn in the area but is not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> takes 2d6 points of fire damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> negates). Smoke rising from the vines partially obscures visibility. Creatures can see things in the smoke within 5 feet clearly, but attacks against anything farther away in the smoke must contend with <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (20% miss chance). When the spell’s duration expires, the vines burn away entirely.</p>


name: Burning Gaze
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M/DF (eye of a mundane salamander)
range: personal
duration: 1 round/level
saving_throw: Fortitude negates (see text)
spell_resistance: yes
description:
<p>Your eyes burn like hot coals, allowing you to set objects or foes alight with a glance.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> as long as this spell’s effects persist, you may direct your burning gaze against a single creature or object within 30 feet of your location. Targeted creatures must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or take 1d6 points of fire damage. Unattended objects do not get a save. Creatures damaged by the spell must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or catch fire.</p><p>Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage. Flammable items worn by a creature must also save or take the same damage as the creature. If a creature or object is already on fire, it suffers no additional effects from <i>burning gaze</i>.</p><p>Note that this spell does not grant an actual gaze attack- foes and allies are not in danger of catching on fire simply by meeting your gaze.</p>


name: Burning Hands
level: bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: 15 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p><i>A cone of searing flame shoots from your fingertips.</i></p><p>Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).</p><p>Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.</p>


name: Burning Sands
level: druid 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
school: conjuration (creation) [earth, fire]
casting_time: 1 standard action
components: V, S, M (a handful of sand)/DF
range: medium (100 ft. + 10 ft./level)
area: 20-ft. radius
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You cause sheets of hot sand to spread over the ground in the area of effect. This layer of sand is 1 foot deep and constantly shifts and churns, transforming the ground in the area into difficult terrain. The sand itself burns, and periodic flames rise from the grit. While these flames cannot ignite objects, they deal 1d4 points of fire damage to any creature that ends its turn in contact with the ground within the area of effect. At the end of the duration, the sand vanishes, leaving no aftereffects (other than damage dealt).</p>


name: Burrow
level: alchemist 3, bloodrager 3, druid 3, ranger 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
description:
<p>The subject can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> at a speed of 15 feet (or 10 feet if it wears medium or heavy armor, or if it carries a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. Using <i>burrow</i> requires only as much <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> as walking, so the subject can attack or cast spells normally. The <a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Burrow">burrow</a>ing creature cannot <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a> or <a href="https://www.d20pfsrd.com/feats/general-feats/run">run</a>. Loose material collapses behind the target 1 round after it leaves the area. This spell does not give the target the ability to breathe underground, so when passing through loose material, the creature must hold its breath and take only short trips, or else it may suffocate.</p>


name: Burst Bonds
level: inquisitor 1
school: evocation
casting_time: 1 standard action
components: V
range: touch
duration: instantaneous
saving_throw: Fortitude half (object)
spell_resistance: yes
description:
<p>You blast your restraints with divine wrath, dealing 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> to the target object (maximum 5d6), ignoring hardness of 10 or less. A <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves the damage, although only magical restraints receive a Saving Throw.</p><p>You can also target a creature that is <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a> or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don’t need to make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to use <i>burst bonds</i> against a creature, and you can cast this spell without making a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pinned</a>. The creature does not take damage as above. If you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> and your target fails its save, you may make an immediate attempt to break the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> (but not reverse it) as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>, with a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a Saving Throw, <i>burst bonds</i> allows a new Saving Throw with a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> per two caster levels (maximum +5).</p>


name: Burst With Light
level: cleric 4, paladin 4
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/4 levels
saving_throw: see text
spell_resistance: yes
description:
<p>The target becomes filled with intense magical light, taking 2d6 points of damage as the light bursts from its wounds and orifices (if the target is an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, it instead takes 2d8 points of damage). In addition, the creature radiates bright light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area—darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light.</p><p>Creatures that take penalties in bright light take them while within the 30-foot radius of this magical light. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save halves the damage and negates the light effect.</p><p>For every 4 character levels you possess, the light continues to fill the creature for another round (to a maximum of 5 rounds at 20th level), though the target may make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save each round to halve the damage and end the effect. Any creature adjacent to the target that fails its save and takes damage takes half as much damage and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves this damage (to a total of one-quarter the damage taken by the target) and negates the blindness effect.</p>


name: Burst of Adrenaline
level: mesmerist 1, psychic 1, spiritualist 1
school: transmutation
casting_time: 1 immediate action
components: V, S
range: personal
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You draw upon your body’s inner reserves of strength, leaving you winded. When you are about to make a d20 roll based on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, you can cast this spell to gain a +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <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-Constitution-Con-">Constitution</a> for that roll, but you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> for 1 round afterward.</p>


name: Burst of Force
level: psychic 5, sorcerer/wizard 5
school: evocation [force]
casting_time: 1 standard action
components: V
area: 20-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Fortitude half (see text)
spell_resistance: yes
description:
<p>With a burst of telekinetic force, you deal 1d6 points of force damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6 points of damage) to all other creatures in the affected area. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save reduces the damage taken by half. A creature that fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save must also succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or be knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>.</p>


name: Burst of Glory
level: cleric/oracle 5, inquisitor 4, paladin 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
area: 10-ft.-radius burst, centered on you
duration: 1 round/level (D; see text)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Allies in the area of this spell at the time of casting gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and saves against fear effects, plus 1 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit point</a> per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20). You shine with a white or golden radiance equal to a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Torch">torch</a> for the spell’s duration, though you can dismiss the glow effect as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>.</p>


name: Burst of Insight
level: medium 1, mesmerist 1, psychic 1, spiritualist 1
school: transmutation
casting_time: 1 immediate action
components: V, S
range: personal
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You plumb the depths of your mind for insight, leaving you momentarily frazzled. When you are about to make a d20 roll based on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, you can cast this spell to gain a +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-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> for that roll, but you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> for 1 round afterward.</p>


name: Burst of Nettles
level: druid 3
school: conjuration [acid]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 10-ft.-radius burst
duration: instantaneous
saving_throw: Reflex half
description:
<p>You release a burst of barbed, acid-filled nettles. Creatures caught in the burst take 3d6 points of damage plus 1d6 points of acid damage on the next round. Those that save take half damage from the initial burst and no damage on the next round.</p>


name: Burst of Radiance
level: cleric 2, druid 2, sorcerer/wizard 2
school: evocation [good, light]
casting_time: 1 standard action
components: V, S, M/DF (a piece of flint and a pinch of silver dust)
range: long (400 ft. + 40 ft./level)
area: 10-ft.-radius burst
duration: instantaneous
saving_throw: Reflex partial
spell_resistance: yes
description:
<p>This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1d4 rounds, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> for 1d4 rounds if they succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">Evil</a> creatures in the area of the burst take 1d4 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (max 5d4), whether they succeed at the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or not.</p>


name: Burst of Speed
school: transmutation
casting_time: 1 swift action
range: personal
target: you
duration: see text
level:
alchemist 3, antipaladin 3, bloodrager 3, magus 3, medium 3, inquisitor 3, paladin 3, psychic 3, ranger 3

description:
<p>Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or Heavy armor), your movement does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, and you can move through the space of creatures that are larger than you are, but you cannot end your movement this round in a space occupied by a creature.</p>


name: Business Booms
level: bard 3, sorcerer/wizard 3
school: enchantment
casting_time: 1 standard action
components: V, S, M (promotional materials such as flyers and posters worth 10 gp)
range: touch
target: one building
duration: see text (D)
saving_throw: none
spell_resistance: no
description:
<p>You may cast this spell immediately prior to spending 1 day of downtime to promote a business. The spell is cast on a building you wish to promote, which is magically bestowed with magical decorations and other improvements that make it generally more appealing, and it is treated as seeing increased activity for the spell’s duration. If the spell is cast on a building that you do not promote immediately thereafter, the spell is expended with no effect.</p><p>After the initial day of downtime spent promoting your building, the spell maintains the influx of activity for a number of days equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 5 days). During this time, you needn’t spend additional downtime to promote the building, but you must spend capital as normal to promote the building. The capital the affected building generates for you is unaffected by the spell. If you spend 1 day promoting a different building than the target of this spell while this spell remains active, the spell immediately ends.</p>


name: Cackling Skull
level: witch 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one skull
duration: permanent until discharged
saving_throw: Will negates
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic-mouth">magic mouth</a>, except rather than creating an illusory mouth on any surface, it affects a skull. In addition, when the skull’s magic is triggered, it releases wild and unnerving cackles before speaking its message. All creatures that can hear the cackles must save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1d4 rounds.</p>


name: Cacophonous Call
level: bard 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a scrap of sheet music)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You fill your target’s mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> condition for the duration of the spell if it fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p><div style="margin-left:40px">


name: Caging Bomb Admixture
level: alchemist 6
school: evocation [force]
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 formulae, 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 (formulae 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. When you throw a bomb and hit a direct target, it creates an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> cubical prison composed of a solid <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/w/wall-of-force">wall of force</a>. The prison is as large as the splash area of the bomb that you threw, and traps any creature that is entirely inside the area. Creatures within the area are caught and contained unless any creature within the splash radius is too big to fit inside, in which case the effect automatically fails. <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">Teleportation</a> and other forms of astral travel provide means for escape, but the force walls extend into the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane1">Ethereal Plane</a>, blocking ethereal travel. Like a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/w/wall-of-force">wall of force</a>, the cage created by the caging bomb admixture resists <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>, although a mage’s disjunction still functions. The walls of the cage 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 the cage. The walls of this cage can be damaged by weapons and <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> abilities, but the cage has a <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> of 20 and a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to 20 per <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist">alchemist</a> level. Contact with a sphere of annihilation or a rod of cancellation instantly destroys this cage. When using caging bomb admixture, an <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist">alchemist</a> can only have one cage in effect at a time. If the <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist">alchemist</a> throws another bomb during the duration of caging bomb admixture, any other cage created by the earlier admixture ends, and a new one is created. When the duration of the caging bomb admixture ends, so does any remaining cage created by this admixture’s effect.</p>


name: Calamitous Flailing
level: bard 3, cleric 4, mesmerist 3, sorcerer/wizard 4, spiritualist 3, witch 3
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause the victim’s attacks to careen wildly, endangering itself and those around it. Your target gains a 25% miss chance on all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>. If an attack misses due to this magical effect, the victim instead targets an ally, or else itself if there are no allies within range of the original attack. Apply the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> for the original attack to the new target’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> to determine if this attack hits. This is a curse effect.</p>


name: Calcific Touch
level: bloodrager 4, sorcerer/wizard 4
school: transmutation [earth]
casting_time: 1 standard action
components: V, S
range: touch
target: creature or creatures touched (up to one per level)
duration: 1 round/level
saving_throw: Fortitude Partial
spell_resistance: yes
description:
<p>Your touch progressively transmutes the substance of creatures you touch into stone. Once per round, you may deliver a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> that inflicts 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> damage and slows the target (as the spell) for 1 round. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save negates the slow effect but not the ability damage. A target reduced to 0 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> is petrified permanently. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment">Break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/r/restoration">restoration</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-to-flesh">stone to flesh</a> can reverse the effects of <i>calcific touch</i>.</p>


name: Calculated Luck
level: cleric 3, witch 4
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You are able to use the Path of Numbers to substantially boost your combat preparedness, but your foresight comes at a price.</p><p>Roll 3d8 and refer to the Eight Basic Energies table.</p><p>After rolling, assign each die to one of the following.</p><ul>
<li><b>Energy Type</b>: You gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to the energy type that matches the die’s result for the duration of the spell. You take half again as much damage (+50%) from that energy type, regardless of whether you successfully saved against the damaging spell or effect.</li>
<li><b>Magic School</b>: For the spell’s duration, you cast all spells from the school that matches the die’s result at +1 <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</li>
<li><b>d20 Roll Type</b>: You receive a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> on the d20 roll that matches the die’s result for the duration of the spell.</li>
</ul><h3>The Path of Numbers</h3><p>The Path of Numbers is a system of numerology that describes eight basic energies. Any of these types of energy can interact at any time, producing 64 possible combinations. It is believed that those 64 combinations are sufficient to describe the basis of every interaction in the cosmos. No matter the plane, creature, or time in question, every event in the multiverse is based on one of those 64 templates. In short, the Path of Numbers is a periodic table of energetic elements.</p><table border="1" cellpadding="5">
<caption>
   Table: Eight Basic Energies 
 </caption>
<thead>
<tr>
<th class="number">d8</th>
<th class="text">Energy Type</th>
<th class="text">Magic School</th>
<th class="text">d20 Roll</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">1</td>
<td class="text">Air</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">Enchantment</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves</td>
</tr>
<tr>
<td class="number">2</td>
<td class="text">Electricity</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Illusion">Illusion</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves</td>
</tr>
<tr>
<td class="number">3</td>
<td class="text">Fire</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">Necromancy</a></td>
<td class="text">Attack rolls</td>
</tr>
<tr>
<td class="number">4</td>
<td class="text">Sonic</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Evocation">Evocation</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">Initiative</a> rolls</td>
</tr>
<tr>
<td class="number">5</td>
<td class="text">Acid</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">Abjuration</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves</td>
</tr>
<tr>
<td class="number">6</td>
<td class="text">Water</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">Transmutation</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">Caster level</a> checks</td>
</tr>
<tr>
<td class="number">7</td>
<td class="text">Cold</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Divination">Divination</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Concentration">Concentration</a> checks</td>
</tr>
<tr>
<td class="number">8</td>
<td class="text">Earth</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">Conjuration</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">Combat Maneuver</a> Checks</td>
</tr>
</tbody>
</table>


name: Call Animal
level: druid 1, ranger 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: see description
effect: one animal whose CR is equal or less than your caster level
duration: 1 hour/level (D)
saving_throw: None
spell_resistance: None
description:
<p>This spell calls the nearest wild animal of a particular type you designate (provided the animal’s CR is equal to or less than your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) to seek you out. The animal moves toward you under its own power, so the time it takes to arrive depends on how close an animal of the desired type is when you cast the spell. If there is no animal of that type capable of reaching you within the spell’s duration, you are aware of this fact, but the spell is wasted. <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> of the local fauna makes this spell more effective, and the GM may permit a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nature) skill check (DC 15) to know what animals can be found in an area.</p><p>When the called animal arrives, it approaches to within 5 feet of you and remains nearby for the duration of the spell.</p><p>Its starting attitude is indifferent, modified by circumstances and interaction. Other than starting attitude, this spell gives you no special influence or ability to communicate with the called animal, although you may use other spells or abilities to do so.</p><p>Once the spell’s duration expires, the animal acts in accordance with its attitude. Most animals will likely wander off, but a hostile predatory animal may attack, especially if it is hungry or provoked.</p><p>Domesticated animals or animals trained by someone else, including such creatures as familiars or animal companions, are unaffected by <i>call animal</i>.</p>


name: Call Construct
level: cleric/oracle 8, sorcerer/wizard 8
school: conjuration (teleportation)
casting_time: 10 minutes
components: V, S, M (a sapphire worth 1,000 or 5,000 gp; see text)
range: touch
target: construct touched
duration: permanent until discharged
saving_throw: none
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/i/instant-summons">instant summons</a>, except it can only <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> you control. For <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a> such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golems</a> that are immune to magic, the value of the specially inscribed sapphire must be at least 5,000 gp. For other <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a>, a 1,000 gp sapphire suffices.</p><p>If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> is no longer under your control or destroyed, the spell fails, but you know roughly where the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> or its remains are located.</p>


name: Call Lightning
level: druid 3, shaman 3
school: evocation [electricity]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one or more 30-ft.-long vertical lines of lightning
duration: 1 min./level
saving_throw: Reflex half
spell_resistance: yes
description:
<p>Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.</p><p>You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).</p><p>If you are outdoors and in a stormy area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) – each bolt deals 3d10 points of electricity damage instead of 3d6.</p><p>This spell functions indoors or underground but not underwater.</p><div style="margin-left: 20px">
<p class="title">Call Lightning Storm</p>
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Evocation">evocation</a> [electricity]; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-druid/">druid</a> 5</p>
<p class="divider">CASTING</p>
<p><b>Range</b> long (400 ft. + 40 ft./level)</p>
<p class="divider">DESCRIPTION</p>
<p>This spell functions like <i>call lightning</i>, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.</p>


name: Call Lightning Storm
level: druid 5, shaman 5
school: evocation [electricity]
range: long (400 ft. + 40 ft./level)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/call-lightning/">call lightning</a>, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.</p>


name: Call Spirit
level: cleric 5, medium 3, shaman 5, spiritualist 5
school: conjuration (calling)
casting_time: 10 minutes
components: V, S
range: 10 ft.
effect: call the spirit of a single deceased humanoid creature
duration: concentration
saving_throw: Will negates; see text
spell_resistance: no
description:
<p>You attempt to cause the spirit of a specific individual to manifest from its final resting place. You must request the spirit’s presence by speaking its name.</p><p>Unwilling spirits can resist the summons by succeeding at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If the chosen spirit resists your call, another spirit with malevolent intent almost always takes its place, intent on deceiving you. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to the creature whose spirit you wish to call.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Knowledge</th>
<th class="text">Will Save Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Name only†</td>
<td class="number">+15</td>
</tr>
<tr>
<td class="text">Secondhand (you have heard of the subject)</td>
<td class="number">+10</td>
</tr>
<tr>
<td class="text">Firsthand (you met the subject in life)</td>
<td class="number">+5</td>
</tr>
<tr>
<td class="text">Familiar (you knew the subject well)</td>
<td class="number">+0</td>
</tr>
</tbody>
</table><p style="font-size: 12px">† You must have at least a name the creature was called in life.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Connection</th>
<th class="text">Will Save Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Likeness or picture</td>
<td class="text">–2</td>
</tr>
<tr>
<td class="text">Possession or garment</td>
<td class="text">–4</td>
</tr>
<tr>
<td class="text">Body part, lock of hair, nail clipping, etc.</td>
<td class="text">–10</td>
</tr>
<tr>
<td class="text">Different alignment</td>
<td class="number">+4</td>
</tr>
</tbody>
</table><p>A successfully called spirit manifests as a wispy, vaporous form that vaguely resembles the form the deceased creature had in life. The spirit has the physical attributes of an <a href="https://www.d20pfsrd.com/magic/all-spells/c/u/unseen-servant" style="font-style: italic">unseen servant</a> and is capable of minor physical manipulations, with the ability to speak in quiet, ghostly whispers in whatever languages the creature knew while it was alive. The spirit isn’t an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, and isn’t beholden to its caller.</p><p>Whether you summoned the chosen spirit or a deceitful replacement, the spirit can refuse to answer your questions or attempt to deceive you using <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, though in either case these spirits can speak about only what they knew in life and have no knowledge of events that occurred after their deaths.</p><p>Malevolent spirits might take advantage of their limited physical abilities to cause terrifying spectacles designed to scare the caster.</p><p>You must concentrate on maintaining the spell (as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>) in order to ask questions at the rate of one per round. You can ask a total of one question per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>; The spirit answers each during the same round. When the spell ends, the spirit’s ectoplasmic form fades and the soul returns to its rest. This spell can’t call the spirits of creatures that are currently <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>.</p>


name: Call Weapon
level: bard 1, magus 1, ranger 1
school: transmutation
casting_time: 1 swift action
components: V, S
range: 30 feet
target: one melee weapon wielded by an ally
duration: instantaneous
description:
<p>You cause a weapon wielded by an ally within 30 feet to telekinetically fly across the space between you and into your open hand. This extra energy persists in the weapon for the rest of the round, granting you a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and weapon damage rolls made during the same round you cast this spell.</p><p>If the ally targeted for this spell is unwilling to give up her weapon, the spell fails. An <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a> ally is considered a “willing” target so long as the weapon to be called is still in contact with the ally’s body.</p>


name: Call the Godspawn
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: conjuration (calling) [chaotic, evil]
casting_time: 1 week
components: V, S, M/DF (bull’s blood, tallow, one or more humanoid victims totaling at least 15 Hit Dice )
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>Having attained the highest and most profane form of magical achievement in your god’s service, you are able to call forth his most dreaded creations: the godspawn.</p><p>Casting this spell requires a week-long ritual involving the sacrifice of one or more sentient <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> creatures that between them possess a total of at least 15 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>. You may not eat, sleep, or cast any other spells for the duration of this ritual. After the third day of the ritual, you must succeed at a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> check on each remaining day of the ritual (DC 10 + 1 for each previous check) or take 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> from hunger. At the end of the ritual, you gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a> condition from lack of sleep.</p><p>Upon completion of the ritual, the ground rumbles in a 100-foot radius centered on you. This effect lasts for 1 round. Any creature on the ground in this area that attempts to cast a spell during this round must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC 20 + spell level) or lose the spell. Any creature on the ground in the area that attempts to attack or move during this round must succeed at a DC 15 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save at the beginning of its turn or fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>.</p><p>At the beginning of your next turn, a massive fissure full of dark fire and shrieking cries appears at a point you designate within the spell’s range, and a godspawn emerges.</p><p>This creature takes the form of a thunder <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-behemoth">behemoth</a> with the advanced and entropic simple templates. Unlike with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/s/summon-monster">summon monster</a> or similar spells, the caster has no control whatsoever over the called creature. The spawn immediately heads in a random direction or toward an obvious target such as a population center, destroying anything in its path, yourself and your allies included.</p><p>Any creature may attempt to control the called godspawn via spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-monster">dominate monster</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/b/binding">binding</a>.</p><p>However, if such an attempt fails, it draws the godspawn’s attention, and the monster immediately tries to destroy the creature that attempted to control it. Because the godspawn are all <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beasts</a> <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>, spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/b/banishment">banishment</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dismissal">dismissal</a> have no effect on the called spawn.</p><p style="margin-left:40px"><b>Mythic</b>: When casting this spell, you can specify a particular godspawn to call in place of the nameless <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-behemoth">behemoth</a> spawned by the <a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic#TOC-Non-Mythic">non-mythic</a> version of this spell. In order to do so, you must expend one use of <a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic#TOC-Mythic-Power">mythic power</a> plus three additional uses of <a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic#TOC-Mythic-Power">mythic power</a> per point of Challenge Rating the specified godspawn represents above CR 20. These must be expended on the final day of the week-long ritual to cast the spell.</p>


name: Call the Void
level: sorcerer/wizard 3, witch 3
school: evocation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
saving_throw: Reflex for half; see text
spell_resistance: yes
description:
<p><i>This spell surrounds you with an aura of nothingness that channels mysterious energies.</i></p><p>Creatures adjacent to you when this spell is cast and at the start of your turn take 2d6 points of damage. In addition, creatures affected by your aura are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, cannot breathe, and cannot speak or cast spells with verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>. Creatures adjacent to you are allowed a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to halve the damage and negate the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a> effect, but cannot breathe or speak regardless of whether their save is successful as long as they are adjacent to you.</p>


name: Callback
level: shaman 2, sorcerer/wizard 2, witch 2
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (a crushed grasshopper)
range: long (400 ft. + 40 ft./level)
target: your familiar or spirit animal
duration: 10 minutes/level or until expended (see text)
saving_throw: Fort negates (harmless)
spell_resistance: yes
description:
<p>If the target takes hit point damage while within range of this spell, it immediately teleports to your space (or adjacent to your space) after the damage is applied. If the target is killed, its corpse teleports instead. Optionally, you can specify a number of points of damage for your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> to take before the spell takes effect, but you must do so when the spell is cast. Once the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> has teleported back to you, the spell ends.</p><div style="margin-left: 20px">


name: Calm Air
level: druid 4, sorcerer/wizard 5, summoner 4
school: abjuration [air]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: cylinder (5-ft./level radius, 40 ft. high)
duration: 10 minute/level (D)
saving_throw: none (object)
spell_resistance: no (object)
description:
<p>This spell calms the air and disperses fog, dust, and other particles. The wind force in the area is reduced in strength by one step per 4 caster levels (to a minimum wind force of light) and clouds are dispersed, although parts of non-magical clouds that extend beyond the area are not affected. If a magical cloud or wind’s point of origin is inside the area of a calm air spell, the whole effect is suppressed; otherwise, only the part inside the area is suppressed. Suppression still counts against the duration of a wind or cloud effect. Magical wind and cloud effects are suppressed only if you succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC 11 + effect’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>). You can move the calm air effect by concentrating as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p>


name: Calm Animals
level: druid 1, psychic 1, ranger 1, shaman 1
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of HD of animals you can affect is equal to 2d4 + caster level.</p><p>The affected creatures remain where they are and do not attack or flee. They are not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.</p>


name: Calm Emotions
level: bard 2, cleric/oracle 2, inquisitor 2, psychic 2, shaman 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: creatures in a 20-ft.-radius spread
duration: concentration, up to 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell calms agitated creatures. You have no control over the affected creatures, but <i>calm emotions</i> can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.</p><p>This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bless">bless</a></i>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/good-hope/"><i>good hope</i></a>, and <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/rage">rage</a></i>, and also negates a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the <i>calm emotions</i> spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.</p>


name: Calm Spirit
level: cleric 2, medium 1, shaman 2, spiritualist 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one incorporeal undead creature or haunt
duration: 1 minute or 1 round/level; see text
saving_throw: Will negates or none; see text
spell_resistance: yes
description:
<p>This spell temporarily calms agitated haunts and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghost">ghosts</a>. You have no control over the affected creatures, but calm spirit postpones hostile action by the affected spirits for the duration of the spell. Entities so affected cannot take violent actions or do anything destructive, including triggering persistent <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> abilities, though they can defend themselves. Any aggressive action against or damage dealt to a calmed spirit or <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> immediately ends the effect.</p><p><a href="https://www.d20pfsrd.com/gamemastering/haunts">Haunts</a> do not receive a saving throw against the spell, but the caster must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check whose difficulty is equal to at least 10 + the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt’s</a> CR in order to temporarily calm the angry entity. The spell’s duration changes to <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> (up to 1 round/level) when affecting a <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>.</p>


name: Campfire Wall
level: bard 3, druid 2, ranger 2, sorcerer/wizard 3
school: evocation [fire, light]
casting_time: 1 standard action
components: V, S, M/DF (ash made from burnt thorns)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-radius sphere centered on fire source
duration: 2 hours/level; see below (D)
saving_throw: none
spell_resistance: yes
description:
<p>You can create a barrier around a fire of at least campfire size that shelters everyone inside so long as the fire continues to burn. The barrier appears as a crackling sphere of light and fire that is clearly visible, providing as much illumination as a torch.</p><p>The barrier blocks line of sight, granting creatures on either side of the barrier total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> from creatures on the other side. Any object or creature passing through the barrier from outside takes 1d6 points of fire damage and is also outlined with light equivalent to that of a torch, for 1d6 minutes. Creatures outlined in this way are plainly visible regardless of the light conditions and do not benefit from any sort of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>, magical or otherwise. The light is not bright enough to have any special effect on undead or creatures vulnerable to light.</p><p>Creatures inside the barrier can leave without penalty, but if they try to return they suffer the same consequences as anyone else. If the fire source at the barrier’s center is extinguished or moved, the spell ends.</p>


name: Canopic Conversion
level: cleric/oracle 9, sorcerer/wizard 9
school: necromancy [death, evil]
casting_time: 1 round
range: close (25 f. + 5 f./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fortitude half
spell_resistance: yes
components:
V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target)

description:
<p>This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/mummy-dune">dune mummy template</a>.</p><p>The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy. </p><p>Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> DC 23 negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable.</p>


name: Cape of Wasps
level: druid 4, witch 4
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You summon a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/bees-and-wasps/wasp/wasp-swarm">wasp swarm</a>, which fills your space (up to 5 feet by 5 feet) but does not attack you. The dense cloud of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a> gives you partial <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> damage and <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> from the wasp <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a>, but is not affected by the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm’s</a> distraction ability. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> on your turn, you may have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> cling to you tightly, giving you a fly speed of 20 feet (poor maneuverability); when using the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> to fly, it does not provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> or harm creatures that strike you. You can return the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> to its protective shape as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> on your turn.</p>


name: Carrion Compass
level: cleric 1, ranger 1, sorcerer/wizard 2, witch 1
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: no
description:
<p>You animate one of the target’s fetid organs so that it leads you to the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s most recent controller or the cause of the creature’s undeath. The organ (typically the heart, the brain, or an eyeball) floats in front of you at chest level and slowly leads you to the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s most recent controller at a rate of 30 feet per round, always staying within your range of vision. If the creature from which the organ originated had no controller, but rather was created deliberately by another creature, the organ instead leads you to that creator. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> was animated by an effect or event at a particular location, the organ leads you to that location. If the creature was animated by none of the methods above, if it was self-created, or if the creature’s most recent controller no longer exists, the spell fails. Once the organ is within 10 feet of its intended destination, the spell ends, and the organ falls to the ground.</p><p>The organ cannot engage in combat or execute any other task aside from leading you to its intended target. It may pass through small slits and crevices, though it will not leave your range of vision. The organ cannot travel more than 5 miles from the spot where you cast the spell. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature to which the organ belonged is destroyed, the spell ends and the organ falls to the ground.</p>


name: Carry Companion
level: druid 2, paladin 2, ranger 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of sand or limestone dust)
range: touch
target: one willing creature touched
duration: permanent; see text
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>You touch an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beast</a> that has a helpful attitude toward you, instantly transforming the creature into a miniature figurine of stone, small enough to fit into the palm of your hand. Creatures with an attitude of less than helpful will not tolerate this spell, and it automatically fails to work on them.</p><p>An intelligent <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beast</a> must be a willing subject in order for this spell to take effect. Any items that the creature wears (such as a harness or saddle) or carries (such as those stowed in saddlebags) are transformed along with the creature.</p><p>While miniaturized, the creature is under an effect similar to that of a <a href="https://www.d20pfsrd.com/magic/all-spells/c/f/flesh-to-stone" style="font-style: italic">flesh to stone</a> spell: It is mindless and inert, and does not seem alive when viewed with spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deathwatch">deathwatch</a>. However, you may return the creature to its normal form at any time simply by placing the figurine on the ground, touching it, and uttering a word of command. Otherwise, the creature remains in miniature form unless the spell is broken, such as by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> or stronger magic. Unlike a <a href="https://www.d20pfsrd.com/magic/all-spells/c/f/flesh-to-stone" style="font-style: italic">flesh to stone</a> spell, a creature affected by carry companion is unaffected by <a href="https://www.d20pfsrd.com/magic/all-spells/c/s/stone-to-flesh" style="font-style: italic">stone to flesh</a>. If the miniature figurine is broken or damaged, the creature (if returned to its original state) has similar damage or deformities.</p>


name: Carrying Wind
level: druid 3, shaman 3
school: conjuration [air]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level
description:
<p>When you cast this spell, a wind spirit envelopes you and carries you with it at your direction. You gain a +10-foot <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to your base speed and fly speed while this spell is in effect. If you don’t have a fly speed, you instead gain a fly speed of 10 feet with poor maneuverability. If your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is 10th–14th, the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to these speeds is +20 feet (if applicable, your temporary fly speed is 20 feet with average maneuverability). If your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is 15th or higher, the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to these speeds is +30 feet (if applicable, your temporary fly speed is 30 feet with average maneuverability).</p>


name: Carve Passage
level: druid 5, sorcerer/wizard 5
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, F (a tiny diamond pick worth 500 gp)
range: close (25 ft. + 5 ft./2 levels)
area: dirt or loose rock in one 5-ft. cube/level
duration: instantaneous
saving_throw: see text
spell_resistance: no
description:
<p>You can excavate and move an amount of snow, earth, dust, sand, and loose or packed rocks or ice chunks (each no more than 5 feet in diameter) whose volume fills one 5-foot cube per level. If you are buried, you can open a space around yourself and use any remaining cubes for tunneling. This spell is otherwise similar to <a href="https://www.d20pfsrd.com/magic/all-spells/c/e/expeditious-excavation" style="font-style: italic">expeditious excavation</a>. <i>Carve passage</i> has no effect on earth creatures or solid rock or ice.</p>


name: Cast Out
level: inquisitor 3
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: instantaneous
saving_throw: Will partial
spell_resistance: yes
description:
<p>With a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> you blast a single creature and disrupt any magic controlling it. The target takes 2d8 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15). In addition, you make a dispel check against any <i><a href="https://www.d20pfsrd.com/magic-jar">magic jar</a></i> effect (including a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghost">ghost</a>‘s malevolence ability) or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> (compulsion) spells on the target creature, starting with the highest level spells and proceeding to lower level spells. Treat this as a targeted <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a> spell, except <i>cast out</i> can dispel one such spell for every four caster levels you possess. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save halves the damage and limits the dispelling to a single spell or effect.</p>


name: Castigate
level: inquisitor 2
school: enchantment (compulsion) [emotion, fear, language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart.
duration: 1 round/level or 1 round; see text
saving_throw: Will partial
spell_resistance: yes
description:
<p>You compel the target to beg for forgiveness. On a failed save, the target cowers with fear. On a successful save, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1 round. Each round on its turn, a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Cowering">cowering</a> subject may attempt a new save to end the effect. A creature who worships the same god as you takes a -2 penalty on its Saving Throw.</p><div style="margin-left:40px">


name: Catatonia
school: necromancy
casting_time: 1 standard action
components: S
range: touch Target willing creature touched
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: yes
level:
alchemist 2, bard 2, cleric 3, medium 2, mesmerist 2, psychic 3, sorcerer/wizard 3, spiritualist 2, witch 3

description:
<p>You touch the target and place it into a deathlike state that persists for the duration. The target appears to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>, and any creature that interacts with the target must succeed at a DC 20 <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check to recognize it is actually alive.</p><p>Until the spell ends, the target counts as if it were <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> for the purpose of resolving any effects that target or affect only living creatures, but it doesn’t count as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>. The subject is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>, and can still be killed normally.</p><p>Any effect that would bring the creature back to life or animate it as an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> fails, but ends the catatonia.</p><p>The target can be affected by spells that affect only objects, including <a href="https://www.d20pfsrd.com/magic/all-spells/a/animate-objects/" style="font-style: italic">animate objects</a> (if the creature is Small) and <a href="https://www.d20pfsrd.com/magic/all-spells/t/teleport-object/" style="font-style: italic">teleport object</a>. However, anything that would cause the body to change form (such as <a href="https://www.d20pfsrd.com/magic/all-spells/s/shrink-item/" style="font-style: italic">shrink item</a>) fails and ends the catatonia. This doesn’t prevent the effects of spells that simply deal damage or otherwise destroy objects.</p>


name: Cat’s Grace
school: transmutation
casting_time: 1 standard action
components: V, S, M (pinch of cat fur)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes
level:
alchemist 2, bard 2, bloodrager 2, druid 2, psychic 2, magus 2, ranger 2, sorcerer/wizard 2, summoner/unchained summoner 2

description:
<p>The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, adding the usual benefits to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves, and other uses of the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier.</p><div style="margin-left: 40px">


name: Cause Fear
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature with 5 or fewer HD
duration: 1d4 rounds or 1 round; see text
saving_throw: Will partial
spell_resistance: yes
level:
antipaladin 1, bard 1, bloodrager 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1

description:
<p>The affected creature becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a>. If the subject succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1 round. Creatures with 6 or more HD are immune to this effect. <i>Cause fear</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-fear/"><i>remove fear</i></a>.</p>


name: Caustic Blood
level: alchemist 4, bloodrager 4, cleric/oracle 5, druid 4, magus 4, sorcerer/wizard 5, summoner 4
school: transmutation [acid]
casting_time: 1 standard action
components: V, S, M ( vial of black adder venom)
range: personal
target: you
duration: 1 round/level
saving_throw: Reflex half or negates; see text
spell_resistance: no
description:
<p>You imbue your blood with corrosive acid.</p><p>Any time you take piercing or slashing damage, a spray of acidic blood spurts from your body in the direction of the opponent who inflicted the wound, dealing 1d6 points of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Acid">acid</a> damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half). This spurt travels in a 10-foot line, damaging the first creature or object it touches, with no <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon">splash</a> damage. After it contacts a creature or object, your acidic blood continues to burn that creature for 1 round, dealing 1d6 points of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Acid">acid</a> damage per 2 caster levels (maximum 7d6). A second successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save negates this additional damage.</p>


name: Caustic Eruption
level: sorcerer/wizard 7
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: 30-ft.-radius burst
duration: instantaneous and 2 rounds; see text
saving_throw: Reflex half (see text)
description:
<p>Acid erupts from your space in all directions, causing 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d6) to creatures and unattended objects in the area. On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6) unless the acid is neutralized, dispelled, or washed away.</p>


name: Caustic Safeguard
level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 4
school: abjuration [acid]
casting_time: 1 round
components: V, S, M (a thin metal wire and a vial of acid )
range: touch
target: object touched
duration: 1 hour/level (D)
saving_throw: Reflex half (see text)
spell_resistance: no
description:
<p>You imbue a single object with an acidic protective ward. Any creature other than you that touches the object takes 1d6 points of acid damage per 2 caster levels (maximum 10d6; <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half).</p><p>Each time the spell discharges, the number of damage dice it deals is halved (rounded down); when the spell’s damage dice reach 0, the spell ends. While casting this spell, you can touch up to one creature per 4 caster levels, which allows them to handle the warded object without triggering this spell.</p>


name: Cauterizing Weapon
level: bard 2, magus 2, ranger 2, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a gobbet of melted wax)
range: close (25 ft. + 5 ft./2 levels)
target: one weapon or 50 projectiles, all of which must be together at the time of casting
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You infuse a weapon with faint but pernicious energy that stymies accelerated <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a>. Damage dealt by the weapon or ammunition is treated as acid, cold, electricity, and fire, but only for the purpose of <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/negating">negating</a> a creature’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a>. The weapon is also treated as silver and <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> at 8th level and is treated as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a>, evil, good, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a> at 11th level for the purpose of <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/negating">negating</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a>.</p>


name: Cave Fangs
level: druid 5, shaman 5, witch 5
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (a sharp gemstone fragment worth 150 gp)
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. square/level (S); the area must be a stone surface
duration: 1 day/level or until triggered (D)
saving_throw: Reflex half (see below)
spell_resistance: no
description:
<p>You create a magical trap in the area that causes deadly stalactites or stalagmites to lurch out of the floor or ceiling of a stone surface to “bite” an intruder. the magical trap is triggered whenever a Small or larger creature (other than you or your <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>, or spirit <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>) moves through the affected area. the effect of cave fangs depends on whether you create stalactites or stalagmites (see below). You can place these trapped squares anywhere within the spell’s range; they need not be adjacent to each other, and you can create any mix of stalactites and stalagmites you wish. Cave fangs can be detected and disarmed as per a magical trap with successful DC 30 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> and <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> checks. All trapped squares created by a single casting are linked, and they are all <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Disabled">disabled</a> if one of them is. If you place the traps in an area that is occupied by a creature, the spell effect is triggered at the completion of the casting.</p><p>Stalactites: Shards of rock drop from the ceiling, dealing 3d8 points of bludgeoning and piercing damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half) and creating an area of dense rubble that costs 2 squares of movement to enter. Dense rubble adds 5 to the DC of <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks and adds 2 to the DCs of <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks. A creature that fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pinned</a> to the ground under stalactites and rubble, gaining the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> condition until it can free itself with a successful DC 15 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check or DC 20 <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check. One Small or larger creature can automatically clear the rubble by working for 1 minute.</p><p>Stalagmites: Piercing spires of rock erupt up from the ground, dealing 3d8 points of piercing damage and knocking the creature <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> (a creature that succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw takes half damage and avoids being knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>). Once the stalagmites appear, they function thereafter as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/spike-stones">spike stones</a> for 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and then crumble to dust.</p><p>If cave fangs is cast inside of a cave or cavern, each effect of the spell deals 4d8 points of damage instead of 3d8, and creatures that trigger the cave fangs take a –2 penalty on their saving throws against the spell’s effect.</p>


name: Celestial Companion
level: druid 2, paladin 1, ranger 2, shaman 2, sorcerer/wizard 2, summoner 1, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF/M
range: touch
target: animal companion , eidolon , familiar , or mount
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You bestow divine protection on your companion. The target gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> equal to 5 plus half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> against spells and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like</a> effects produced by evil creatures. The target also gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saving throws and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/evil or silver.</p><p>Creatures under the effects of this spell often take on a celestial appearance, such as golden feathers or a radiant aura, but they are not truly <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/celestial-creature-cr-special">celestial creatures</a>.</p>


name: Celestial Healing
level: bloodrager 1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
school: conjuration (healing) [good]
casting_time: 1 round
components: V, S, M (1 drop of blood from a good outsider or 1 dose of holy water )
range: touch
target: creature touched
duration: 1 round/2 levels
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You anoint a wounded creature with the blood of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> subtype (such as an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Angel">angel</a>) or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">holy water</a>, giving it <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> 1. The target radiates the aura of a good creature for the duration of the spell and can sense the righteousness of the magic, though this has no long-term effect on the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. If the target has its own evil aura, this is not suppressed by celestial healing, and can also be detected normally.</p><div style="margin-left: 20px">


name: Ceremony
level: cleric 1
school: transmutation
casting_time: 8 hours
components: V, S, DF
range: touch or medium (100 ft. + 10 ft./level) (see text)
target: willing, living creature or creatures touched or one creature/level (see text)
duration: 1 hour/level or 1 day/level (see text)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You harness divine power to create one of four different ceremonies—a funeral, holiday fete, marriage, or naming—and can also create two domain-based ceremonies. Each ceremony provides a boon to two living, touched subjects for 1 hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, representing the divine gifts granted by your deity as well as the normal morale-boosting benefits of participating in an officiated ceremony. Bonuses granted by these boons are sacred bonuses if you <a href="https://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-">channel positive energy</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane</a> bonuses if you <a href="https://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-">channel negative energy</a>. (Bonuses in this section are referred to simply as sacred bonuses for ease of reading.) Only subjects whose alignments are within one step of your deity can be affected by this spell.</p><p>If you are using the downtime system you may use additional resources to augment the effect of a particular ceremony. You may spend 10 Goods, Labor, or Influence or 2 Magic to create a larger ceremony and grant an additional boon that lasts for 1 day per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (up to a maximum of 5 days). The type of capital spent should reflect the preparation required for the specific ceremony. Augmented boons affect the creatures touched as well as a number of intelligent, properly aligned creatures within medium range equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (up to a maximum of 10 creatures), granting all subjects the benefits of the original boon as well as the benefits of an augmented boon, representing the divine gifts granted to these witnesses by your god.</p><p>Unless otherwise stated, use-activated abilities are <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> abilities and abilities that emulate the effects of a spell are <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>; in either case, abilities granted by a boon are generally usable only once or until the duration of the spell ends, whichever comes first. Spell-like abilities are cast at a creature’s highest <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> gained, or, if the creature has no <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>,; <b>CL</b> 1st. Constant or passive effects and bonuses granted by this spell can be dispelled as normal, using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> to do so.</p><ul>
<li><b>Funeral</b>: A funeral service must involve a corpse and at least one willing companion or next of kin. The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> against death effects.</li>
<li><b>Holiday Fete</b>: A holiday fete may involve up to two willing creatures. The subject gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves.</li>
<li><b>Marriage</b>: A marriage must involve two willing creatures. The subject gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saves against fear and emotion effects.</li>
<li><b>Naming</b>: A naming must involve a willing parent or parents and a newborn (who is touched but unaffected). The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/s/sanctuary" style="font-style: italic">sanctuary</a> once.</li>
</ul><p>The augmented versions of these four ceremonies are identical, granting the subject a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on all saving throws.</p><p>In addition to these four ceremonies, each <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> gains two more ceremonies according to her domain. The names of domain ceremonies and their relevant boons are listed below. Unless otherwise noted, each of the following ceremonies requires at least two willing subjects.</p><p><b>Air</b>: Celebration of Storms. The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/f/feather-fall" style="font-style: italic">feather fall</a> once.</p><p><i>Augmented: </i>The subject gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saves against effects with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Air">air descriptor</a>.</p><p><b>Animal</b>: Ritual of Beasts. The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/s/speak-with-animals" style="font-style: italic">speak with animals</a> once (this effect lasts 3 rounds).</p><p style="margin-left: 20px"><i>Augmented</i>: The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/charm-animal" style="font-weight: normal;font-style: italic">charm animal</a> once.</p><p><b>Artifice</b>: Apparatus’s Observance. The subject can heal a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> creature with a touch, healing 1d3 points of damage.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject can heal a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> creature 1d6 points of damage.</p><p><b>Chaos</b>: Anarchic Revelry. The subject can force a lawful-aligned foe within 30 feet to roll an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> twice and take the less favorable result. This ability must be announced before the first <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> is made.</p><p style="margin-left: 20px"><i>Augmented</i>: The first time the subject deals damage to a foe with a melee attack, the attack is treated as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a> for the purpose of overcoming <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>.</p><p><b>Charm</b>: Jubilee of Delight. The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on his next <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, or <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saving throws against <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Charm-and-Compulsion">charm and compulsion</a> effects.</p><p><b>Community</b>: Celebration of Bonding. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, the subject can heal a touched creature 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject is cured of the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> conditions.</p><p><b>Darkness</b>: Glorify Shadows. The subject gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> to a range of 30 feet (or increases current range of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> by 10 feet).</p><p style="margin-left: 20px"><i>Augmented</i>: The subject increases range of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> by 30 feet.</p><p><b>Death</b>: Dance of the Dead. The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/b/bleed" style="font-style: italic">bleed</a> up to three times.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/cause-fear" style="font-weight: normal;font-style: italic">cause fear</a> once.</p><p><b>Destruction</b>: Day of Dismantling. The subject gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on attacks and damage rolls against inanimate objects.</p><p style="margin-left: 20px"><i>Augmented</i>: The bonus becomes +2.</p><p><b>Earth</b>: Festival of Soil. The subject can cast <a href="https://www.d20pfsrd.com/magic/all-spells/c/p/plant-growth" style="font-style: italic">plant growth</a> (enrichment) once.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saves against effects with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Earth">earth descriptor</a>.</p><p><b>Evil</b>: Unholy Gala. The subject can cause a good-aligned foe to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round as a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>.</p><p style="margin-left: 20px"><i>Augmented</i>: This boon can be used three times.</p><p><b>Fire</b>: Fire Calling. Non-magical fires the subject makes cannot be extinguished by non-magical means, though spells and other magical effects function as normal.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saves against effects with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Fire">fire descriptor</a>.</p><p><b>Glory</b>: Resplendent Feast. The subject receives a +2 bonus on a single <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skill check.</p><p style="margin-left: 20px"><i>Augmented</i>: This boon can be used three times.</p><p><b>Good</b>: Festival of Benevolence. The subject gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on melee attacks and melee damage rolls against evil-aligned foes.</p><p style="margin-left: 20px"><i>Augmented</i>: The bonus becomes +2.</p><p><b>Healing</b>: Touch of Assuagement. The subject can heal a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a> creature 1d4 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p><p style="margin-left: 20px"><i>Augmented</i>: This boon can be used three times.</p><p><b>Knowledge</b>: Liturgy of Learning. The subject can attempt any <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill check untrained.</p><p style="margin-left: 20px"><i>Augmented</i>: This boon can be used three times.</p><p><b>Law</b>: Observance of Order. The subject gains a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on the next <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check she makes against a chaotic-aligned foe.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains 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-Combat-Maneuver-Defense">CMD</a> against chaotic-aligned foes.</p><p><b>Liberation</b>: Freedom Festival. The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/r/remove-fear" style="font-style: italic">remove fear</a> once.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains 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-Combat-Maneuver-Defense">CMD</a>.</p><p><b>Luck</b>: Fete of Fortune. The next time the subject rolls a d20, he may roll twice and take the more favorable result.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject may use this ability on any single d20 roll, not just the next one.</p><p><b>Madness</b>: Rite of Insanity. The subject can, as a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>, cause a foe to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 1d4 rounds (DC 13 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates).</p><p style="margin-left: 20px"><i>Augmented</i>: This boon can be used twice.</p><p><b>Magic</b>: Arcane Obeisance. The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> checks made while researching a spell or crafting a magic item.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (arcana) or (religion) checks made while researching a spell.</p><p><b>Nobility</b>: Knighting Ceremony. The subject receives a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on attack and damage rolls with one weapon of her choice.</p><p style="margin-left: 20px"><i>Augmented</i>: The bonus becomes +2.</p><p><b>Plant</b>: Harvest Festival. The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/s/speak-with-plants" style="font-style: italic">speak with plants</a> once, but the duration is 1 minute.</p><p style="margin-left: 20px"><i>Augmented</i>: This boon can be used three times.</p><p><b>Protection</b>: Ceremony of Sanctuary. The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/s/sanctuary" style="font-style: italic">sanctuary</a> once.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to AC.</p><p><b>Repose</b>: Spirit Ward. The subject can attempt a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> against a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Flat-Footed">flat-footed</a> foe to put him to sleep for 1d4 rounds.</p><p style="margin-left: 20px"><i>Augmented</i>: This boon can be used three times.</p><p><b>Rune</b>: Ancestral Observance. The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saves against <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Language-Dependent">language-dependent</a> effects.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> checks.</p><p><b>Scalykind</b>: Song of Serpents. The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saves against <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-">gaze</a> attacks.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to AC against the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Distraction-Ex-">distraction</a> attack of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarms</a>.</p><p><b>Strength</b>: Ritual of Might. The subject gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>-based skill checks and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> checks.</p><p style="margin-left: 20px"><i>Augmented</i>: The bonus becomes +2.</p><p><b>Sun</b>: Solstice Celebration. The illumination radius of any torch or other mundane light source held by the subject increases by 10 feet.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> against effects with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Light">light descriptor</a>.</p><p><b>Travel</b>: Festival of Journeys. The subject can choose to ignore the effects of difficult terrain for 1 round.</p><p style="margin-left: 20px"><i>Augmented</i>: This boon may be used three times.</p><p><b>Trickery</b>: Communion of Liars. The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to AC the first time he is attacked while <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanked</a>.</p><p style="margin-left: 20px"><i>Augmented</i>: This boon functions the first three times the subject is attacked while <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanked</a>.</p><p><b>Void</b>: Celestial Observance. The subject knows the direction of north from her current position for the duration of this spell.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject is immune to <a href="https://www.d20pfsrd.com/magic/all-spells/c/confusion" style="font-weight: normal;font-style: italic">confusion</a> effects.</p><p><b>War</b>: Call to Battle. The subject gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on damage rolls.</p><p><b>Water</b>: Water Blessing. The subject can use <a href="https://www.d20pfsrd.com/magic/all-spells/c/w/water-breathing" style="font-style: italic">water breathing</a>.</p><p style="margin-left: 20px"><i>Augmented</i>: The subject gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on saves against effects with the water descriptor.</p><p><b>Weather</b>: Song of the Tempest. The subject can call one 10-foot-by-10-foot rain cloud in an area within 30 feet, requiring creatures in the affected area attempting to cast spells to first succeed at DC 13 <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks for 1 round.</p><p style="margin-left: 20px"><i>Augmented</i>: The DC is 15 for 3 rounds.</p>


name: Certain Grip
level: alchemist 2, bloodrager 2, druid 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a tiny ball of tar)
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject’s grip and footing become sure, granting a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> checks, on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks to balance, and to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Drag">drag</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reposition">reposition</a>, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> attempts. While affected by this spell, the target is also immune to the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>.</p>


name: Chain Lightning
level: magus 6, sorcerer/wizard 6, witch 7
school: evocation [electricity]
casting_time: 1 standard action
range: long (400 ft. + 40 ft./level)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
components:
V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level)

description:
<p>This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike <a href="https://www.d20pfsrd.com/magic/all-spells/c/l/lightning-bolt" style="font-style: italic">lightning bolt</a>, <i>chain lightning</i> strikes one object or creature initially, then arcs to other targets.</p><p>The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.</p><p>Each target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.</p>


name: Chain of Perdition
level: bloodrager 3, cleric/oracle 3, psychic 3, sorcerer/wizard 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, M/DF (chain link)
range: close (25 ft. + 5 ft./2 levels)
effect: 10-ft. chain
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition, but <a href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/" style="font-style: italic">dispel magic</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate/" style="font-style: italic">disintegrate</a>, a <a href="https://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/sphere-of-annihilation"><i>sphere of annihilation</i></a>, or a <a href="https://www.d20pfsrd.com/magic-items/rods/rod-of-cancellation"><i>rod of cancellation</i></a> affects it normally. The chain’s AC against touch attacks is 10 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (<a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>), <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (<a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a>), or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier (<a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a>).</p><p>The chain can perform the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick">dirty trick</a> (<a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangle</a>), <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Drag">drag</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reposition">reposition</a>, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a>, using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> in place of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">Combat Maneuver Bonus</a>, and your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (<a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>), <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (<a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a>), or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier (<a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a>) in place of your <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> modifier. The chain does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> for making <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a>. It suffers no penalty or miss chance due to <a href="https://www.d20pfsrd.com/magic/all-spells/d/darkness/" style="font-style: italic">darkness</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility/" style="font-style: italic">invisibility</a>, or other forms of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can move the chain up to 30 feet. If the chain goes beyond the spell’s range or out of your sight, it returns to you.</p><p>If a creature that the chain attacks has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, you must make a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (1d20 + <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) against that <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> the first time the chain performs a successful maneuver against that creature. If the chain is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.</p><div class="ed-note-outer">
<p class="ed-note-header">Editor’s Note</p>
<div class="ed-note-txt">
<p style="font-weight: bold">The following is <b>NOT</b> errata, NOR an official FAQ. It is merely a post to the Paizo boards by this spell’s original designer meant to clarify his intent and concept when creating this spell. This information is presented merely to help understand how the designer intended it to work. As usual, how it ACTUALLY works is up to the GM.</p>
<p>“Actually, the basis of this spell is grasping hand, and since that is based upon interposing hand you’re going to see a lot of the same language used from that spell as well.</p>
<p>So, it is an auto-attacker, like grasping hand; but what the spell doesn’t say (and perhaps it should) is that designating a new target is a move action. The language concerning moving it within the 30-ft. range was added in editorial review.</p>
<p>The intent is the chain does one of the listed combat maneuvers once per round.</p>
<p><b>FYI</b>: This was ultimately inspired by Marvel’s Ghost Rider, and a little bit of The Christmas Carol (i.e. Jacob Marley). As a force construct, it’s a way to drag around ghosts, shadows, spectres and the like. Of course, it has more applications than just that, but that’s where the name comes from.”</p>
<p class="source">[<a href="http://paizo.com/forums/dmtz5611?Chain-of-Perdition-clarification#11" rel="nofollow noopener" target="_blank">Source</a>]</p>
</div>
</div>


name: Chains of Fire
level: magus 6, sorcerer/wizard 6
school: evocation [fire]
casting_time: 1 standard action
components: V, S, F (a drop of oil and a small piece of flint)
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/chain-lightning">chain lightning</a>, except as noted above, and the spell deals fire damage instead of electricity damage.</p>


name: Chains of Light
level: cleric 6, inquisitor 5, paladin 4, sorcerer/wizard 6
school: conjuration (creation) [good]
casting_time: 1 standard action
components: V, S, F (a length of fine golden chain)
range: short (25 ft. + 5 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Reflex negates
spell_resistance: no
description:
<p>A creature targeted by this spell is held immobile by glowing golden chains composed of pure light. The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chains, a creature cannot use any sort of <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> travel, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/a/astral-projection">astral projection</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/b/blink">blink</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/e/ethereal-jaunt">ethereal jaunt</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/e/etherealness">etherealness</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/g/gate">gate</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/m/maze">maze</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/p/plane-shift">plane shift</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/s/shadow-walk">shadow walk</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/t/teleport">teleport</a>, and similar spells and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>. The spell does not affect creatures that are already in ethereal or astral form when the spell is cast.</p>


name: Challenge Evil
level: paladin 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You challenge an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> creature to bring the fight to you, or suffer the consequences. You gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on all melee attacks against the subject of the spell. At the end of its turn, if the target has not made at least one attack on you, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. If you move away from the target, the spell ends.</p>


name: Chameleon Scales
level: alchemist 1, druid 0, ranger 1, sorcerer/wizard 0
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level (D)
description:
<p>You temporarily alter the color of your skin, hide, or scales to another option legal for your race. You take no penalty for using <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> to appear as a member of a different race as long as that race has the same type and color of skin, hide, or scales as you.</p>


name: Chameleon Stride
level: ranger 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, DF
range: personal
area: allies in a 10-ft.-radius emanation centered on you
duration: 1 minute/level
description:
<p>You fade into the background, and while you are not truly <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, you are hard to pinpoint due to your translucent state. While under the effects of this spell, you gain a +4 bonus on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks and have <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> from creatures more than 5 feet away (attacks have a 20% miss chance).</p><div style="margin-left:20px">


name: Champion’s Bout
level: bard 3, cleric 3, mesmerist 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: yes (see text)
description:
<p>You allow two chosen champions to fight without interference.</p><p>The two creatures must be willing in order for the spell to work.</p><p>After you cast this spell, any creature attempting to aid or hinder either of the two targets in any way must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or lose its action instead (spell resistance applies). A creature that fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save against <i>champion’s bout</i> cannot attempt to interfere again. If a creature successfully interferes with the bout, the spell ends immediately.</p>


name: Changestaff
level: druid 7
school: transmutation
casting_time: 1 round
components: V, S, F (a quarterstaff that has been carved and polished for 28 days)
range: touch
target: your touched staff
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You change a specially prepared quarterstaff into a Huge <a href="https://www.d20pfsrd.com/bestiary/monster-listings/plants/treant">treant</a>-like creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.</p>


name: Channel Vigor
level: alchemist 3, cleric 3, inquisitor 3, magus 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>You focus the energy of your mind, body, and spirit into a specific part of your being, granting yourself an exceptional ability to perform certain tasks. When you cast the spell, choose one of the following portions of your self as your focus target. Thereafter, you may change the focus target as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. You can gain the benefit of only one <i>channel vigor</i> spell at a time.</p><ul>
<li><i>Limbs</i>: You gain the benefits of a <a href="https://www.d20pfsrd.com/magic/all-spells/c/h/haste" style="font-style: italic">haste</a> spell.</li>
<li><i>Mind</i>: You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> and <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill checks and on ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>.</li>
<li><i>Spirit</i>: You gain a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throws and <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> and <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks.</li>
<li><i>Torso</i>: You gain a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throws and <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks.</li>
</ul>


name: Channel the Gift
level: bard 3, cleric/oracle 3, druid 3, ranger 3, sorcerer/wizard 3, witch 3
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: ally spellcaster touched
duration: 1 round or see text
saving_throw: Will negates (harmless) or none
spell_resistance: yes (harmless) or no
description:
<p>You channel your magical power to fuel the target’s spellcasting.</p><p>The next spell the target casts of 3rd level or lower does not expend a spell slot; in effect, you are using your spell slot to power the target’s spell. The target must start casting this spell before your next turn, and the spell cannot have a <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> longer than 1 full round. Your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, prohibited <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> school, and other restrictions on your own spellcasting do not affect the target, nor do you suffer any backlash from the target’s choice of spell.</p><p>If you target yourself with this spell, you may spontaneously cast any prepared spell of 3rd level or lower without expending its spell slot on your next turn (this aspect of the spell has no effect if you are a spontaneous caster). The spell that’s cast after <a href="https://www.d20pfsrd.com/magic/all-spells/c/channel-the-gift" style="font-style: italic">channel the gift</a> cannot have a <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> longer than 1 full round.</p>


name: Chaos Hammer
level: cleric/oracle 4, inquisitor 4
school: evocation [chaotic]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius burst
duration: instantaneous (1d6 rounds); see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
<p>You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.</p><p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slow</a> spell). A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces the damage by half and negates the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slow</a> effect.</p><p>The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p>


name: Charge Object
level: medium 1, mesmerist 1, occultist 1, psychic 1, spiritualist 1
school: transmutation
casting_time: 10 minutes
components: V, S
range: touch
target: object touched
duration: permanent
saving_throw: none; see text
spell_resistance: no
description:
<p>You charge an item with minor psychic energy. The item can be detected by the detect psychic significance spell. If you wish, You can imprint the item with your ownership history. Spells such as object reading a nd uses of the psychometry occult skill unlock can reveal any information about yourself you impart into the object, including your name, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, profession, and a summary of your experiences with the item. You can’t impart false information into the object, but you can omit any details you’d prefer not to divulge. If the target object is already psychically charged, you can add more information to it, but you can’t use charge object to erase existing psychic information.</p>


name: Charitable Impulse
level: bard 2, cleric/oracle 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, F/DF (a miniature collection plate)
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell makes a creature more charitable, compelling it to aid others rather than use violence.</p><p>An affected creature practices nonviolent combat behaviors according to the following list of priorities, beginning with the first priority. The subject continues to perform a priority until he can no longer fulfill its demands (at which point he moves to the next priority) or until the spell ends, whichever comes first.</p><ul>
<li><b>1st Priority</b>: Heal injured creatures within 30 feet, beginning with the closest creatures and using whatever methods the subject has at hand (including <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a>, spells, and so on).</li>
<li><b>2nd Priority</b>: The subject gives his weapon away to the nearest creature within 30 feet who will accept it. If no creature accepts the weapon, the subject drops the weapon on the ground.</li>
<li><b>3rd Priority</b>: Cast beneficial spells and/or use beneficial magic items (including <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a>, <a class="spell" href="https://www.d20pfsrd.com/magic-items/wands">wands</a>, and so on) on creatures within 30 feet, starting with the closest creatures.</li>
<li><b>4th Priority</b>: The subject gives away his non-worn possessions—the contents of a backpack or similar item count as one item each, as does the container itself—to creatures within 30 feet. If no creature accepts the items, the subject drops the items on the ground.</li>
<li><b>5th Priority</b>: The subject gives away his remaining possessions (including his armor, boots, cloak, and so on) to creatures within 30 feet. If no creature accepts the items, the subject drops them on the ground.</li>
</ul><p>If the subject fulfills all five priorities, the spell effect ends.</p><p>The subject cannot attack or take <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, but can defend himself as normal. If the subject is attacked, the spell’s effect immediately ends.</p>


name: Charm Animal
level: druid 1, psychic 1, ranger 1, shaman 1
school: enchantment (charm) [mind-affecting]
target: one animal
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/charm-person/"><i>charm person</i></a>, except that it affects a creature of the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals">animal type</a>.</p><div class="ed-note-outer">
<p class="ed-note-header">Editor’s Note</p>
<div class="ed-note-txt">
<p style="font-weight: bold">Charm person makes a humanoid “<i>friendly</i>” to you, as per the rules found in the <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> skill, but it also allows you to issue orders to the target, making an opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check to convince the target to do something that it would not normally do. How does that work?</p>
<p>The <i>charm animal</i> spell (and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/charm-person/"><i>charm person</i></a> / <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/charm-monster/"><i>charm monster</i></a> spells by extension) makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM. If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check comes into play. For example, if you use <i>charm person</i> to befriend an <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orcs/orc">orc</a>, the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orcs/orc">orc</a> might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium">skeletons</a>, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it.</p>
<p class="source">[<a href="http://paizo.com/paizo/blog/v5748dyo5ldw0?The-FAQ-That-Time-Forgot" rel="nofollow noopener" target="_blank">Source</a>]</p>
</div>
</div>


name: Charm Fey
level: bard 1, sorcerer/wizard 1
school: enchantment (compulsion) [mind-affecting]
components: V, S one fey creature
target: one fey creature
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/charm-person">charm person</a>, except it affects a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a> instead of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>.</p>


name: Charm Monster
level: bard 3, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4
school: enchantment (charm) [mind-affecting]
components: V
target: one living creature
duration: 1 day/level
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/charm-person"><i>charm person</i></a>, except that the effect is not restricted by creature type or size.</p><p><a name="mass"></a></p>


name: Charm Person
level: bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This charm makes a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid" rel="nofollow">humanoid</a> creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.</p><p>The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" rel="nofollow">Charisma</a> check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.</p><div style="margin-left: 20px">


name: Charnel House
level: antipaladin 3, cleric 5, mesmerist 5, psychic 5, sorcerer/wizard 5, witch 5
school: illusion (shadow) [evil, shadow]
casting_time: 10 minutes
components: V, S, M (one Tiny or larger living creature)
range: close (25 ft. + 5 ft./2 levels) Area 20-ft. cube (S)
duration: 10 minutes/level
saving_throw: Will partial
spell_resistance: no
description:
<p>By sacrificing a living creature, you create the grisly <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> of viscera and gore splattered about the nearby area. When the <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> is complete, the walls drip with blood and the floor is slick with unidentifiable lumps of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Meat">meat</a> and other signs of a massacre. Anyone entering the area must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d6 rounds. This is a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effect. If a creature succeeds at its save, it can see the semi-real nature of the illusion.</p><p>The room itself is covered in a layer of slippery, semi-real gore.</p><p>Any creature attempting to walk within or through the area of gore can move at half normal speed with a DC 10 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check.</p><p>Failure means it can’t move that round, and failure by 5 or more means it falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> (see the <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> skill for details). Creatures that don’t move on their turns don’t need to attempt this check and are not considered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Flat-Footed">flat-footed</a>. A creature that succeeded at its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save gains a +5 bonus on the <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check.</p>


name: Charon’s Dispensation
school: abjuration
casting_time: 1 standard action
components: V, S, M (2 silver coins)
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
cleric 4, inquisitor 4, medium 4, mesmerist 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, witch 4

description:
<p>The target of this spell gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to the harmful effects of touching or drinking from the River Styx and a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> on saves against effects that alter or suppress memory (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/modify-memory">modify memory</a> or mindwipe). This does not grant the target the ability to breathe water, nor does it grant any protection against creatures or mundane hazards such as rapids. The spell has no power to restore memory to a creature already suffering from an existing fugue or amnesia state.</p>


name: Cheetah’s Sprint
level: bloodrager 1, druid 1, ranger 1, shaman 1, witch 1
school: transmutation
casting_time: 1 swift action
components: V
range: personal
target: you
duration: 1 round
description:
<p class="description">A wild surge of energy courses through your body and propels you into a sprint.</p><p>If you take a charge or run action before the end of your turn, you can move a total distance of up to 10 times your base land speed. This adjustment is an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a>. There is no effect on other modes of movement, such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a>, climb, fly, or swim. As with other effects that increase your speed, this spell affects your jumping distance.</p>


name: Chill Metal
level: druid 2, psychic 2
school: transmutation [cold]
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
duration: 7 rounds
saving_throw: Will negates (object)
spell_resistance: yes (object)
target:
metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lbs. of metal/level, none of which can be more than 30 ft. away from any of the rest

description:
<p><i>Chill metal makes metal extremely cold.</i></p><p>It has the following effects:</p><ul>
<li>Unattended, non-magical metal gets no saving throw.</li>
<li>Magical metal is allowed a saving throw against the spell.</li>
<li>An item in a creature’s possession (not an “unattended”) uses the creature’s saving throw bonus unless its own is higher.</li>
</ul><p>A creature takes cold damage if its equipment is chilled. It takes full damage if its armor, shield, or weapon is affected. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing or wielding such an item.</p><p>On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, and causes more damage, as shown on the table below.</p><p>Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, <i>chill metal</i> deals no damage, but ice immediately forms around the affected metal, making it float if unattended.</p><p><i>Chill metal</i> counters and dispels <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heat-metal/">heat metal</a></i>.</p><table border="1" cellpadding="5"><caption>Table: Chill Metal Damage</caption>
<thead>
<tr>
<th class="text">Round</th>
<th class="text">Metal Temperature</th>
<th class="text">Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">1</td>
<td class="text">Cold</td>
<td class="text">None</td>
</tr>
<tr>
<td class="number">2</td>
<td class="text">Icy</td>
<td class="text">1d4</td>
</tr>
<tr>
<td class="number">3-5</td>
<td class="text">Freezing</td>
<td class="text">2d4</td>
</tr>
<tr>
<td class="number">6</td>
<td class="text">Icy</td>
<td class="text">1d4</td>
</tr>
<tr>
<td class="number">7</td>
<td class="text">Cold</td>
<td class="text">None</td>
</tr>
</tbody>
</table><p> </p>


name: Chill Touch
level: bloodrager 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
duration: instantaneous
saving_throw: Fortitude partial or Will negates; see text
spell_resistance: yes
description:
<p>A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> damage unless it makes a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw. You can use this melee touch attack up to one time per level.</p><p>An undead creature you touch takes no damage of either sort, but it must make a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw or flee as if <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> for 1d4 rounds + 1 round per caster level.</p>


name: Chord of Shards
level: bard 1
school: evocation
casting_time: 1 standard action
components: V, S
range: 15 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Reflex negates
description:
<p>During your <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a>, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.</p>


name: Circle of Clarity
level: cleric/oracle 7, shaman 8, sorcerer/wizard 7
school: abjuration
casting_time: 1 standard action
components: V, S, F (a crystal lens worth 100 gp)
range: medium (100 ft. + 10 ft./level)
effect: 20-ft.-radius emanation centered on a creature, object, or point in space
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
description:
<p>You create a magical emanation that interferes with all <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Figment">figments</a> and <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Glamer">glamers</a> within it, giving creatures a +4 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> to recognize them as illusions. The emanation negates <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> less than <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Total-Concealment">total concealment</a> within the area. <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks to notice creatures or objects within the area gain a bonus equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10). The spell is stationary if cast on a point in space. It is mobile if centered on a creature or object, though creatures or attended objects can negate the spell with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>.</p>


name: Circle of Death
level: inquisitor 6, sorcerer/wizard 6
school: necromancy [death]
casting_time: 1 standard action
components: V, S, M (a crushed black pearl worth 500 gp)
range: medium (100 ft. + 10 ft./level)
area: several living creatures within a 40-ft.-radius burst
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p><i>Circle of death</i> snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.</p>


name: Claim Identity
level: alchemist 3, antipaladin 3, bard 3, druid 4, inquisitor 3, shaman 4, sorcerer/wizard 4, witch 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a needle and thread)
range: touch
target: humanoid creature touched
duration: 1 hour/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You steal the target’s face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. You transform into a perfect likeness of the target’s true form, as if affected by <a href="https://www.d20pfsrd.com/magic/all-spells/c/a/alter-self" style="font-style: italic">alter self</a>, and gain a +10 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks to impersonate the original subject of this spell; you take no penalties on this check if the original target is of a different race, age, size, or gender.</p><p>Claim identity prevents any other <a href="https://www.d20pfsrd.com/magic/all-spells/c/p/polymorph" style="font-style: italic">polymorph</a> effects from restoring the target’s true face for the spell’s duration, though the target can still assume other forms or faces via magic or any natural shapechanging ability.</p><div style="margin-left: 20px">


name: Clairaudience-Clairvoyance
school: divination (scrying)
casting_time: 10 minutes
components: V, S, F/DF (a small horn or a glass eye)
range: long (400 ft. + 40 ft./level)
effect: magical sensor
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
level:
bard 3, medium 2, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
<p><i>Clairaudience/clairvoyance</i> creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known – a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. <i>Clairaudience/clairvoyance</i> functions only on the plane of existence you are currently occupying.</p>


name: Clarion Call
level: bard 1, cleric 1, magus 1, sorcerer/wizard 1
school: illusion
casting_time: 1 standard action
components: V, S, M (a piece of brass)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject of this spell gains two benefits. First, the affected creature gains the ability to create a sound like the blast of a mighty horn or trumpet simply by miming the action of sounding one. Second, the subject can speak in a booming voice that carries easily over great distances, lowering the DC of any check to hear what is said by –15. This spell is particularly prized by battlefield commanders and champions who wish to make themselves clearly heard or gain the attention of their allies or foes.</p>


name: Clashing Rocks
level: druid 9, sorcerer/wizard 9
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
effect: see text
duration: instantaneous
saving_throw: Reflex partial, see text
spell_resistance: no
description:
<p>You create two Colossal-sized masses of rock, dirt, and stone and slam them together against a single creature between them. The <i>clashing rocks</i> appear up to 30 feet away from the target on opposite sides and rush toward it with a mighty grinding crash. You must make a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit the target with the rocks. The <i>clashing rocks</i> ignore <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>, and if there is a solid barrier between the target and either of the <i>clashing rocks</i>, the spell has a +28 bonus on the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check to burst through the barrier and continue unimpeded to the target. A creature struck by the <i>clashing rocks</i> takes 20d6 points of bludgeoning damage and is knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. If the target fails a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> Saving Throw, it is also buried under the resulting rubble as if by a <a href="https://www.d20pfsrd.com/gamemastering/environment/dungeons#TOC-Cave-Ins-and-Collapses-CR-8-">cave-in</a>.</p><p>If the <i>clashing rocks</i> miss the target, the target still takes 10d6 points of bludgeoning damage from falling rocks and is 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 reduces this damage to half and the target remains standing. Creatures other than the target that occupy the spaces where the <i>clashing rocks</i> appear or within their path (30 feet wide, 30 feet high, and up to 60 feet long) must also make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves or take 10d6 points of bludgeoning damage and be knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> (save for half and remain standing). A creature can only take damage once from the <i>clashing rocks</i>, no matter how many times the <i>clashing rocks</i> pass over a target creature.</p>


name: Clay Skin
level: alchemist 3, bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 3
school: abjuration
casting_time: 1 standard action
components: V, S, M (clay and iron filings)
range: touch
target: creature touched
duration: 10 minutes/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target’s skin becomes as thick and tough as clay, granting the target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a>. Once the spell has prevented a total of 5 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 50 points), it is discharged and the spell ends.</p>


name: Cleanse
level: cleric/oracle 5, inquisitor 6
school: evocation
casting_time: 1 standard action
components: S, DF
range: personal
duration: instantaneous
description:
<p><i>Positive energy infuses and cleanses your body.</i></p><p>This spell cures 4d8 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +25) and ends any and all of the following adverse conditions affecting you:</p><p>ability damage, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a>, diseased, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, poisoned, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>.</p><p>In addition, <i>cleanse</i> functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/b/break-enchantment"><i>break enchantment</i></a> upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.</p><p>If used by undead or other creatures healed by negative energy, the spell <i>cleanse</i>s with negative energy rather than positive.</p>


name: Cleansing Fire
level: cleric 5, inquisitor 4, paladin 4
school: evocation [good, fire]
casting_time: 1 standard action
components: V, S, DF
range: touch
area: 30-ft. radius emanating from the touched point
duration: concentration , up to 1 round/level
saving_throw: none
spell_resistance: yes
description:
<p>A ring of fire surrounds the area affected by the spell. The flames radiate heat, but not enough to damage adjacent creatures. The flames deal 2d6 points of fire damage to any creatures that pass through them (or 4d6 points of damage to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures). If you manifest a portion of the ring in a square that contains a creature, that creature takes damage as if it passed through the ring.</p><p>The ring of flames attempts to dispel all ongoing spell effects with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Evil">evil descriptor</a> within it, targeting each spell effect once per round as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>. Any attempt to cast a spell with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Evil">evil descriptor</a> inside the ring of flames is targeted by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> affect that attempts to <a href="https://www.d20pfsrd.com/magic#TOC-Counterspells">counterspell</a> the evil spell.</p>


name: Clear Grove
level: druid 3, ranger 2, shaman 3, witch 3
school: transmutation
casting_time: 10 minutes
components: V, S, M/DF (a miniature hoe)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-radius clearing
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p>Trees, shrubs, and other thick vegetation move out of the spell’s area. The affected area is cleared of all vegetation thick enough to provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. This also creates a hole in any tree canopy, allowing sunlight to pass through. Affected trees and undergrowth form a 5-foot-wide ring along the edge of the clearing, which may provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> based on the thickness of the vegetation (at the GM’s discretion).</p><p>This spell doesn’t affect creatures of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> type. The spell can affect vegetation altered with spells of equal or lower level (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/e/entangle">entangle</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/s/spike-growth">spike growth</a>). When the spell ends, the trees and undergrowth move back to their original places unless they’re destroyed or somehow restrained (the amount of time this takes is subject to the GM’s discretion).</p>


name: Clenched Fist
level: sorcerer/wizard 8
school: evocation [force]
components: V, S, F/DF (a leather glove)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/interposing-hand">interposing hand</a>, except that the hand can also push or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> or concealed creatures is no better than yours.</p><p>The hand attacks once per round, and its attack bonus equals your caster level + 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 (for a wizard, cleric, or sorcerer, respectively) + 11 for the hand’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score (33), -1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (against this spell’s save DC) or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round. Directing the spell to a new target is a move action.</p><p>The <i>clenched fist</i> can also interpose itself as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/interposing-hand">interposing hand</a> does, or it can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> an opponent as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/forceful-hand">forceful hand</a> does. Its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> checks uses your caster level in place of its base attack bonus, with a +11 bonus for its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score and a +1 bonus for being Large.</p>


name: Cleromancy
level: cleric 2, druid 3, inquisitor 3, sorcerer/wizard 3
school: divination
casting_time: full-round action
components: V, S, F/DF (a set of 64 chicken bones)
range: personal
target: you
duration: 1 round/ caster level
saving_throw: none
spell_resistance: no
description:
<p><i>Cleromancy</i> involves casting bones and interpreting the results. Those able to arrive at the proper interpretation are granted knowledge of coming events. Roll 1d4 per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Group the dice by like results, and choose one of the groups. For the duration of <i>cleromancy</i>, you can apply a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> equal to the result of the selected dice to any d20 roll.</p><p>You can apply this bonus to a number of rolls equal to the number of dice in the group. If <i>cleromancy</i> expires before you are able to allocate the total number of allotted bonuses, the remaining bonuses are lost.</p><div class="faq">
<p>The Path of Numbers
 </p></div><div style="padding: 10px">
<p>The Path of Numbers is a system of numerology that describes eight basic energies. Any of these types of energy can interact at any time, producing 64 possible combinations. It is believed that those 64 combinations are sufficient to describe the basis of every interaction in the cosmos. No matter the plane, creature, or time in question, every event in the multiverse is based on one of those 64 templates. In short, the Path of Numbers is a periodic table of energetic elements.</p>
</div>


name: Climbing Beanstalk
level: druid 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: 5-ft. square of climbable beanstalks
duration: instantaneous
description:
<p>You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2 caster levels. The growing stalk anchors itself to sturdy objects such as walls or ceilings, and grows around objects that do not fully obstruct its square (such as tree branches), but is stopped by solid obstacles. The beanstalk provides numerous hand- and footholds; its climb DC 5. The beanstalk can support up to 200 pounds plus 50 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, or double that amount if anchored on its upper end. If it anchors itself to a sturdy mobile object (such as a ship or a siege engine), breaking the object free requires a DC 23 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check or cutting through the beanstalk (<a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 2, 40 hp).</p><p>If the ground is capable of supporting plant life, the beanstalk continues to live as a normal plant, and it produces nutritious (if unappetizing) beans. Otherwise, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> dies after 1d6 hours; its husk remains as durable as a small tree.</p>


name: Cloak of Chaos
level: cleric/oracle 8
school: abjuration [chaotic]
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 random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become <i><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a></i>. This abjuration has four effects.</p><ul>
<li>First, each warded creature gains a +4 deflection bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> and a +4 resistance bonus on saves. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-law">protection from law</a>, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.</li>
<li>Second, each warded creature gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> 25 against lawful spells and spells cast by lawful creatures.</li>
<li>Third, the abjuration protects from possession and mental influence, just as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-law">protection from law</a> does.</li>
<li>Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 1 round (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save negates, as with the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/confusion">confusion</a></i> spell, but against the save DC of <i>cloak of chaos</i>).</li>
</ul>


name: Cloak of Dreams
level: bard 5, shaman 7, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, M (a rose petal and a drop of perfume)
range: 5 ft.
area: 5-ft.-radius emanation centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. Creatures must save each time they begin their turn or end their movement within the <i>cloak of dreams</i>, even if they have previously saved against the effect. Sleeping creatures are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> but can be awakened with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> or after being wounded.</p><p>Creatures with the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> special quality have a -4 penalty on their saves.</p>


name: Cloak of Secrets
level: antipaladin 1, bard 1, cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
school: illusion (glamer)
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-radius emanation centered on a point in space
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell forms an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the conversation. The bubble also disguises lip movements to match the false conversation.</p><p>Any creature listening to the conversation for at least 1 round can attempt a DC 15 <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check to realize that the apparent conversation doesn’t actually make any sense. The bubble also obscures the verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> of spells cast within the area so it’s impossible to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/i/identify">identify</a> spells by their verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> alone, and anyone outside the bubble attempting a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/i/identify">identify</a> a spell cast within the bubble takes a –5 penalty on the check. Furthermore, the bubble renders any <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Language-Dependent">language-dependent</a> spells and effects used within the bubble ineffective against creatures outside the area.</p>


name: Cloak of Shade
level: druid 1, ranger 1
school: abjuration
casting_time: 1 standard action
components: V, S, M (a leaf from a shade tree)
range: touch
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell provides the subject with some degree of protection from the harmful effects of the sun. The cloaked subject treats environmental heat due to sun exposure as one level less: severe heat is considered very hot conditions, while very hot is considered average temperature (see <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Heat-Dangers">heat dangers</a>). The <i>cloak of shade</i> also reduces any penalties from sunlight by 1. The spell does not, however, eliminate the effects of direct sunlight on creatures vulnerable to sunlight. <i>Cloak of shade</i> has no effect on environmental heat from sources other than the sun.</p>


name: Cloak of Shadows
level: antipaladin 4, arcanist 5, bard 5, mesmerist 5, skald 5, sorcerer/wizard 5
school: illusion (shadow) [evil, shadow]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>You wrap yourself in a protective mantle of semireal shadow. This grants a number of advantages: you gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (20% miss chance), a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/good. This shroud of shadows also protects you from direct sunlight, negating sunlight <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Sunlight-Powerlessness-Ex-">sunlight powerlessness</a>, and similar effects.</p><p>When you are in dim light or darkness, the first two benefits increase against foes that don’t have <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> or the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-See-in-Darkness-Su-">see in darkness</a> ability. Such creatures suffer a 50% miss chance (though you don’t gain total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>) and your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks increases to +10 with respect to such creatures.</p>


name: Cloak of Winds
level: bloodrager 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3
school: abjuration [air]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p><i>You shroud a creature in a whirling screen of strong, howling wind.</i></p><p>The subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save to successfully touch or attack the subject in melee. Failure knocks the attacker <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> and pushes it 5 feet away from the subject per level of the caster. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>, plus 1d6 if the creature strikes a solid object that blocks its movement.</p>


name: Clone
level: sorcerer/wizard 8, witch 8
school: necromancy
casting_time: 10 minutes
components: V, S, M (laboratory supplies worth 1,000 gp), F (special laboratory equipment costing 500 gp)
range: 0 ft.
effect: one clone
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.</p><p>To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.</p><p>When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a>, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> drain instead (if this would reduce its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Con</a> to 0 or less, it can’t be cloned). If the original creature gained permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> since the flesh sample was taken, the clone gains these <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> as well.</p><p>The spell duplicates only the original’s body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.</p>


name: Cloud Shape
level: druid 4, ranger 4, sorcerer/wizard 4
school: transmutation [air]
range: personal
target: you
duration: 10 minutes/level (D)
description:
<p>This spell functions like <a href="https://www.d20pfsrd.com/magic/all-spells/c/g/gaseous-form" style="font-style: italic">gaseous form</a>, except you assume the shape of a Colossal cloud with a space of 30 feet. You choose the general appearance of the cloud (white, stormy, fluffy, flat, and so on), after which your appearance cannot be changed. Even the closest inspection cannot reveal that the cloud in question is actually a magically concealed creature. To all normal tests you are, in fact, a cloud, although a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> spell reveals a moderate <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a> aura on the cloud. Your fly speed in cloud form is 30 feet.</p>


name: Cloud of Seasickness
level: cleric 2, druid 2, sorcerer/ wizard 2
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (a piece of seaweed)
range: close (25 ft. + 5 ft./2 levels) Effect cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Fort negates; see text
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/s/stinking-cloud">stinking cloud</a>, except as noted above and that the vapors make creatures <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> instead of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>.</p><p><i>Cloud of seasickness</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/p/permanency">permanency</a> spell (requiring a 9th-level caster and costing 2,500 gp). A permanent cloud of seasickness dispersed by wind reforms in 10 minutes.</p>


name: Cloudkill
level: magus 5, sorcerer/wizard 5, unchained summoner 5, witch 5
school: conjuration (creation) [poison]
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 min./level
saving_throw: Fortitude partial; see text
spell_resistance: no
description:
<p>This spell generates a bank of fog, similar to a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../f/fog-cloud">fog cloud</a>, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (in which case it takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> damage on your turn each round while in the cloud).</p><p>A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.</p><p>Unlike a <i>fog cloud</i>, the <i>cloudkill</i> moves away from you at 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 you cast the spell.</p><p>Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.</p>


name: Codespeak
level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a complex rune inscribed on a slip of paper that is then placed under your tongue)
range: close (25 ft. + 5 ft./2 levels)
target: you plus one willing creature per 2 levels, no two of which can be more than 30 ft. apart
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>Upon casting this spell, all recipients gain the ability to speak a new language. This language sounds like random, babbling syllables to anyone not under the influence of the spell, but the targets understand each other perfectly.</p><p>Anyone using <i>codespeak</i> can read and write in this new language as well. Once the spell expires, however, any coded writing suddenly appears as gibberish. If the exact same group of individuals become the targets of a <i>codespeak</i> spell again, cast by the same caster, they can once again read any coded writings. A dedicated codebreaker can crack such writing’s code, deciphering it one page at a time with a series of DC 30 <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> checks.</p><p><a href="https://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages/" style="font-style: italic">Comprehend languages</a> doesn’t enable a caster to understand the language of another’s <i>codespeak</i> spell, but it does reveal that the targets are speaking a magical language. <a href="https://www.d20pfsrd.com/magic/all-spells/t/tongues/" style="font-style: italic">Tongues</a> translates <i>codespeak</i> normally.</p>


name: Cognitive Block
level: medium 2, mesmerist 2, psychic 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You create a mental block in the target’s mind, impeding the flow of his mental spellcasting process and forcing him to incorporate a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/psychic-magic#thought-components">thought component</a> into any spell or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> he uses. This is in addition to any other <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> the spell already requires, and doesn’t replace the verbal component. Spell-like abilities require this <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/psychic-magic#thought-components">thought component</a>, even though they normally don’t need spell <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>.</p><p>As usual with <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/psychic-magic#thought-components">thought components</a>, this addition increases the DC of any <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks the target attempts by 10 unless the target takes a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to center his mind and satisfy the spell’s <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/psychic-magic#thought-components">thought component</a>.</p>


name: Coin Shot
level: alchemist 1, antipaladin 1, bard 1, bloodrager 1, magus 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: S
range: touch
target: up to three coins touched
duration: 10 minutes or until discharged
saving_throw: none
spell_resistance: yes (harmless, object)
description:
<p>You turn up to three coins into deadly projectiles that gain the velocity of a bullet when thrown. The coins retain their normal appearance but can be used as simple thrown weapons with a range increment of 20 feet and a critical multiplier of ×2. The transmuted coins are treated as ammunition for the purposes of drawing them. Like <a href="https://www.d20pfsrd.com/equipment/firearms">firearm</a> bullets, the coins deal bludgeoning and piercing damage, and attacks with them are resolved as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> attacks within the first range increment. Regardless of whether a transmuted coin hits or misses the target, it is destroyed after the attack. Only you can make attacks with the coins, though other creatures can safely handle them without discharging the spell.</p><p>You can make a single ranged attack with a coin as part of casting this spell. Different types of coins create different bullet effects. Copper coins deal 1d4 points of damage. Silver coins deal 1d6 points of damage and count as silver for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>. Gold coins deal 1d8 points of damage and count as masterwork weapons. Platinum coins deal 1d10 points of damage, count as masterwork weapons, and are treated as <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> weapons for the purposes of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> and bypassing <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a>. All coin bullets deal an additional 1 point of damage per 2 caster levels (to a maximum of an extra 10 points of damage at 20th level).</p>


name: Cold Ice Strike
level: cleric/oracle 6, sorcerer/wizard 6
school: evocation [cold]
casting_time: 1 swift action
components: V, S
range: 30 feet
area: 30-ft. line
duration: instantaneous
saving_throw: Reflex half
description:
<p>You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6).</p>


name: Cold Iron Fetters
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M/DF (miniature cold iron shackle)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Reflex negates
spell_resistance: no
level:
arcanist 5, cleric/oracle 5, hunter 3, inquisitor 4, occultist 5, ranger 3, shaman 5, sorcerer/wizard 5, summoner 4, summoner (unchained) 4, warpriest 5, witch 5

description:
<p>Cold iron shackles materialize around the target’s limbs, reducing each of the target’s movement speeds by half. Any flying target has its maneuverability worsened by two steps (from good to poor, for example, to a minimum of clumsy maneuverability). Additionally, if the target has <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> and magic, it is unable to use <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like</a> means of movement (such as <a href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door" style="font-style: italic">dimension door</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/t/teleport" style="font-style: italic">teleport</a>, or tree meld) for the duration of the spell.</p>


name: Collaborative Thaumaturgy
level: bard 3, cleric 3, druid 3, magus 3, summoner 3, sorcerer/wizard 3, witch 3
school: universal
casting_time: 1 immediate action
components: V, S, F (a bronze tuning fork)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
description:
<p>You tap into the magical resonance between you and your allies to enhance one another’s magic. Cast this spell when an ally casts a spell at least 1 level lower than the highest-level spell she can cast.</p><p>The ally casts her spell as if one of the following <a href="https://www.d20pfsrd.com/feats/metamagic-feats">metamagic feats</a> were applied to it without increasing the spell level or <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a>: <a href="https://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic">Enlarge Spell</a>, <a href="https://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic">Extend Spell</a>, <a href="https://www.d20pfsrd.com/feats/metamagic-feats/silent-spell-metamagic">Silent Spell</a>, or <a href="https://www.d20pfsrd.com/feats/metamagic-feats/still-spell-metamagic">Still Spell</a>. If the ally is the target of two collaborative thaumaturgy spells when casting a spell, the ally can instead apply the <a href="https://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic">Empower Spell</a> <a href="https://www.d20pfsrd.com/feats/metamagic-feats">metamagic feat</a> to a spell at least 2 levels lower than the highest-level spell she can cast. Finally, if the ally is the target of three collaborative thaumaturgy spells when casting a spell, she can instead apply the <a href="https://www.d20pfsrd.com/feats/metamagic-feats/maximize-spell-metamagic">Maximize Spell</a> or <a href="https://www.d20pfsrd.com/feats/metamagic-feats/widen-spell-metamagic">Widen Spell</a> <a href="https://www.d20pfsrd.com/feats/metamagic-feats">metamagic feat</a> to a spell at least 3 levels lower than the highest-level spell she can cast. You can’t target yourself with collaborative thaumaturgy.</p>


name: Color Spray
level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (red, yellow, and blue powder or colored sand)
range: 15 ft.
area: cone-shaped burst
duration: instantaneous; see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>A vivid cone of clashing colors springs forth from your hand, causing creatures to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>, perhaps also <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, and possibly knocking them <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>. Each creature within the cone is affected according to its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a>.</p><p><i>2 HD or less</i>: The creature is unconscious, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)</p><p><i>3 or 4 HD</i>: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.</p><p><i>5 or more HD</i>: The creature is stunned for 1 round.</p><p>Sightless creatures are not affected by <i>color spray</i>.</p>


name: Command
level: antipaladin 1, cleric/oracle 1, inquisitor 1, psychic 1, witch 1
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.</p><p style="margin-left: 40px"><i>Approach</i>: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.</p><p style="margin-left: 40px"><i>Drop</i>: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.</p><p style="margin-left: 40px"><i>Fall</i>: On its turn, the subject falls to the ground and remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> for 1 round. It may act normally while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> but takes any appropriate penalties.</p><p style="margin-left: 40px"><i>Flee</i>: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.</p><p style="margin-left: 40px"><i>Halt</i>: The subject stands in place for 1 round. It may not take any actions but is not considered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>.</p><p>If the subject can’t carry out your command on its next turn, the spell automatically fails.</p><p><a name="greater"></a></p><div style="margin-left: 40px">


name: Command Plants
level: druid 4, ranger 3, shaman 4
school: transmutation
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.</p><p>You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.</p>


name: Command Undead
level: sorcerer/wizard 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (a shred of raw meat and a splinter of bone)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>This spell allows you a degree of control over an undead creature. If the subject is intelligent, it perceives your words and actions favorably (treat its attitude as friendly). It will not attack you while the spell lasts. You can give the subject orders, but you must win an opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check to convince it to do anything it wouldn’t ordinarily do. Retries are not allowed. An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.</p><p>A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.</p><p>Any act by you or your apparent allies that threatens the commanded undead (regardless of its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>) breaks the spell.</p><p>Your commands are not telepathic. The undead creature must be able to hear you.</p>


name: Commune
level: cleric/oracle 5, inquisitor 5, shaman 5
school: divination
casting_time: 10 minutes
components: V, S, M (holy or unholy water and incense worth 500 gp), DF
range: personal
target: you
duration: 1 round/level
description:
<p>You contact your deity–or agents thereof–and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.</p><p>The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.</p>


name: Commune With Plane
level: cleric 5, psychic 5, ranger 4, summoner 5, witch 5
school: divination
casting_time: 10 minutes
components: V, S instantaneous
duration: instantaneous
description:
<p class="description">You become one with the plane around you, attaining knowledge of the surrounding territory.</p><p>You instantly gain knowledge of as many as three facts from among the following subjects: areas with different <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/planar" style="font-style: italic">planar</a> traits, the layout and topography of local terrain, local divine influences, <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/planar" style="font-style: italic">planar</a> phenomena, portals between planes, presence of creatures <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Native">native</a> to the plane, presence of powerful nonnative creatures, the general state of the plane, or valuable <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/planar" style="font-style: italic">planar</a> substances.</p><p>On standard planes, the spell operates with a radius of 1 mile per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. On demiplanes, the spell is less powerful, and its radius is limited to 100 feet per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. This spell has no effect when cast on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>.</p>


name: Commune With Texts
level: bard 5, cleric 6, inquisitor 6, medium 4, occultist 4, psychic 6, sorcerer/wizard 5, spiritualist 6
school: divination
casting_time: 1 minute
components: V, S, M (incense worth 250 gp)
range: close (25 ft. + 5 ft./2 levels)
target: a collection of texts
duration: 1 hour/level
description:
<p>You quickly absorb the knowledge in the target, which can be any assortment of books, <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scrolls</a>, or other texts. During the spell’s duration, you can search the texts and immediately find the most relevant information regarding any topic the collection holds, potentially including singling out spellbooks or <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scrolls</a> containing individual or particular types of spells. You can attempt <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks related to the collection’s topics as if you were trained in those skills, and you know whether the collection contains any information about which you failed a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check in the past 24 hours. The bonus on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks granted by the collection of texts (if any) increases by 2.</p><p>Additionally, you always deplete the maximum number of knowledge points from a library whenever you succeed at a Research check using the target texts while this spell is in effect, even if completing the Research check takes longer than this spell lasts. Once during the duration of this spell, for a number of minutes equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, you can also speak with the texts about anyone who has read or handled them previously, as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-tell">stone tell</a>.</p>


name: Commune with Birds
level: bard 2, druid 1, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes; see text
description:
<p>You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can understand the responses given by birds in the area. Over the next 10 minutes, the birds reply as if you had asked them the question using <a href="https://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals/" style="font-style: italic">speak with animals</a>, giving you a general consensus answer to the question based on their knowledge. For example, you could ask if there is drinkable water in the area, the location of predators or other creatures, directions to a mountaintop or other natural feature, and so on, and the local bird communities would answer to the best of their ability.</p><p>If there are no birds in range, the spell has no effect and you do not get a response. Any creature using <a href="https://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals/" style="font-style: italic">speak with animals</a> (or a similar ability) who hears this bird call can understand your question, though it may not be able to reply in a way you can hear.</p>


name: Commune with Nature
level: druid 5, ranger 4, shaman 5
school: divination
casting_time: 10 minutes
components: V, S
range: personal
target: you
duration: instantaneous
description:
<p>You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.</p><p>In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings — caves, caverns, and the like — the spell is less powerful, and its radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.</p>


name: Companion Life Link
level: druid 2, ranger 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (a drop of eidolon ichor)
range: touch
target: one of your animal companions or your familiar
duration: 1 minute/level (see below)
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You create a life link between yourself and the target. You sense whenever the target is wounded and are made immediately aware if the target is slain. If you are wounded or slain, the target is made aware. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>, you can call out to the target, causing it to return to you (if able and willing); this ends the spell.</p>


name: Companion Mind Link
level: druid 3, ranger 3
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: your animal companion
duration: 1 minute/level
description:
<p>The link between you and your <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> becomes stronger. As long as you are within line of sight of your <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>, you can telepathically communicate with it as if you two shared a language. Also, as long as you are within line of sight of the <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>, you can push your <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> instead of a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, and you do not need to succeed at <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a> checks to handle your <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>. Such checks automatically succeed.</p>


name: Companion Transposition
level: antipaladin 4, druid 5, paladin 4, ranger 4, shaman 5, sorcerer/wizard 5, witch 5
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, F (a feather, tuft of fur, or similar memento from your target)
range: long (400 ft. + 40 ft./level)
target: yourself and one animal companion , familiar , or spirit animal within range
duration: instantaneous
saving_throw: none (harmless)
spell_resistance: no
description:
<p>You trade places with the other target, teleporting as if you were both affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>. Both you and the other target arrive in a square you choose in the other’s former space. If the targets are different sizes, they must appear in locations that cover previously occupied squares. As with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>, after casting this spell, you can’t take any other actions until your next turn, and the other target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> until the end of its next turn due to the transposition.</p>


name: Compassionate Ally
level: bard 2, cleric/oracle 2, psychic 2, sorcerer/wizard 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/level
saving_throw: Will negates
description:
<p>At the sight of an injured ally, the target immediately disengages from its current course of action and rushes to provide aid. If the target possesses curative spells or magic items, it utilizes them to help the injured ally. If not, the target provides aid by performing a <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check. The target remains with the injured ally to assure her safety and refuses to leave the ally’s side until her wounds are fully treated or the spell ends, but can otherwise defend itself and make attacks.</p>


name: Compel Hostility
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a drop of your blood)
range: personal
target: you
duration: 1 round/level
saving_throw: see text
spell_resistance: see text
level:
bard 1, cleric 1, inquisitor 1, paladin 1, psychic 1, ranger 1, summoner/unchained summoner 1, witch 1

description:
<p>Whenever a creature you can see that threatens you makes an attack against one of your allies, as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, and the creature can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw to ignore the compulsion. A <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> casting this spell can choose his eidolon as the target of the spell.</p>


name: Compel Tongue
level: bard 1, cleric/oracle 2, druid 2, medium 2, mesmerist 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a wooden block carved with a letter)
range: touch
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/c/s/share-language" style="font-style: italic">share language</a>, granting a creature the ability to read, understand, and communicate to the best of its ability in any one language you know. For the spell’s entire duration, the target can speak and write only in the language imparted, but its ability to understand other languages is unaffected.</p><div style="margin-left: 20px">


name: Compelling Rant
level: bard 5, cleric 5, inquisitor 5, mesmerist 5, psychic 5, sorcerer/wizard 5
school: enchantment (charm)
casting_time: 1 minute
components: V, S, M/DF (a handwritten sheet of notes)
range: medium (100 ft. + 10 ft./level)
target: any number of creatures
duration: concentration plus 1 round/level, up to 1 hour/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
<p>You deliver a confusing but fascinating monologue, relaying conspiracies or metaphysical revelations that confound your audience, throughout the spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> and as long as you concentrate. You take 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Wisdom drain</a> when you begin the speech and can’t reduce or prevent this damage in any way. Each intelligent creature in the spell’s area takes 1d6 points of Wisdom damage as their perceptions of reality realign with yours for the spell’s duration. Listeners with at least 5 HD can attempt a Will save to negate the effects. Your targets view you with a friendly attitude and respond to criticism of you with irritation. Bluff, Diplomacy, or Intimidate checks to create doubt about your purpose in those affected by the spell take a –4 penalty. The attitude of your targets regarding any creature that criticizes you or your vision automatically changes one step toward hostile; a Diplomacy check that fails by 5 or more reduces their attitude further. Your targets retain the same alignment and their prior beliefs, in addition to the ones you force on them. You can’t force beliefs on a target if such beliefs would be necessarily against the nature of its alignment and prior beliefs, but targets are otherwise able to hold contradictory beliefs.</p><p>If your campaign uses the sanity system, your sanity score decreases by 2 (and thus your sanity edge decreases by 1) instead of taking Wisdom drain each time you cast this spell. Only greater restoration, miracle, or wish can remove this decrease. A single casting of greater restoration removes one decrease in sanity from casting compelling rant, while a casting of miracle or wish removes them all. Affected targets take sanity damage equal to half your caster level (maximum 10) instead of Wisdom damage. The targets might actually change alignment and beliefs if their loss of sanity afflicts them with an appropriate madness, in which case those effects last even after the spell’s duration has ended.</p>


name: Complex Hallucination
level: bard 4, magus 4, medium 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, witch 4
school: illusion (phantasm) [mind-affecting]
duration: concentration + 3 rounds
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/audiovisual-hallucination">audiovisual hallucination</a>, except that the phantasm you create can also include olfactory, tactile, and thermal effects.</p>


name: Comprehend Languages
level: alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (pinch of soot and salt)
range: personal
target: you
duration: 10 min./level
description:
<p>You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.</p><p>Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the <a href="https://www.d20pfsrd.com/magic/all-spells/s/secret-page/" style="font-style: italic">secret page</a> and <a href="https://www.d20pfsrd.com/magic/all-spells/i/illusory-script/" style="font-style: italic">illusory script</a> spells). It does not decipher codes or reveal messages concealed in otherwise normal text.</p><p><i>Comprehend languages</i> can be made permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/" style="font-style: italic">permanency</a> spell.</p>


name: Compulsive Liar
level: bard 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target becomes unable to speak the truth. Lies the target speaks don’t need to be convincing, nor do they even need to be consistent, but they can’t be true as far as the target is aware.</p><p>This extends to non-verbal communication, such as hand signs or written notes. The spell allows talking in metaphors and talking about fictional figures.</p><p>The spell doesn’t affect the target’s ability to say things that are neither true nor false, such as questions, commands, or verbal spell <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>. If the target of this spell is simultaneously compelled to tell the truth (for instance, by being within a <a href="https://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth/" style="font-style: italic">zone of truth</a>), the target is only able to say things that are neither true nor false.</p>


name: Concealed Breath
school: transmutation
casting_time: 1 standard action
components: S, M/DF (a palm-sized stone)
range: touch
target: living creature touched
duration: 1 hour/level; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 4, arcanist 4, cleric/oracle 4, druid 4, hunter 4, investigator 4, shaman 4, sorcerer/wizard 4, summoner 4, summoner (unchained) 4, warpriest 4

description:
<p>This spell allows affected creatures to hold their breath freely without negative effects or risk of suffocation.</p><p>Divide the duration evenly among all creatures touched. A creature that doesn’t need to breathe because of this spell is not at risk of drowning and is immune to effects that require breathing, such as inhaled poisons. This does not grant <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to cloud or gas attacks that don’t require breathing. While a creature is holding its breath, it can’t speak or cast spells with a verbal component (unless it’s using <a href="https://www.d20pfsrd.com/feats/metamagic-feats/silent-spell-metamagic">Silent Spell</a>). This spell does not prevent a creature from breathing normally; it just removes the need for the creature to breathe.</p>


name: Condensed Ether
level: psychic 4, sorcerer/wizard 5, spiritualist 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (crushed amber)
range: medium (100 ft. + 10 ft./level)
target: 20-ft.-radius spread
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>You condense the substance of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a> as it interpenetrates the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>. This thickened <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/planar" style="font-style: italic">planar</a> conjunction slows movement through the area to a crawl.</p><p>Creatures moving through condensed ether (even <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures), move at only half their normal speed and can’t take 5-foot steps. This slowing of movement doesn’t stack with <a href="https://www.d20pfsrd.com/magic/all-spells/c/s/solid-fog" style="font-style: italic">solid fog</a> or similar effects. Creatures within condensed ether take a –2 penalty to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> and on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves, and condensed ether prevents effective ranged weapon attacks. Even magic rays and similar ranged attacks suffer a 20% miss chance on attacks into or passing through condensed ether. This miss chance is not based on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>, and <a href="https://www.d20pfsrd.com/feats/combat-feats/blind-fight-combat">Blind-Fight</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/c/t/true-seeing" style="font-style: italic">true seeing</a>, and similar effects do not reduce it.</p>


name: Conditional Curse
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent (see text)
saving_throw: Will negates
spell_resistance: yes
level:
antipaladin 4, cleric 4, inquisitor 4, medium 3, mesmerist 3, occultist 4, psychic 5, shaman 4, sorcerer/wizard 5, spiritualist 5, witch 4

description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/b/bestow-curse">bestow curse</a>, except that you must state a condition under which the curse is broken, ending its effect.</p><p>An intelligent target, even one of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> intelligence, innately understands this condition even if it doesn’t understand your language. The condition must be possible for the target to bring about within a year and a day without ensuring its own death and stated in 25 or fewer words. The curse is more difficult to remove via magic. The DC to remove conditional curse with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/b/break-enchantment">break enchantment</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/r/remove-curse">remove curse</a> increases by 5.</p>


name: Conditional Favor
level: antipaladin 1, bard 2, cleric 2, inquisitor 2, mesmerist 2, occultist 2, paladin 1, witch 2
school: abjuration
casting_time: 1 swift action
components: V
target: 1 creature
duration: 1 day/level (D)
saving_throw: none (see below)
spell_resistance: yes
description:
<p>You must cast this spell immediately before casting another spell on the same creature, eliciting a promise or warning against a behavior and binding the target to the paired spell. If you don’t cast a paired spell, conditional favor has no effect. The paired spell must be from the <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a>, <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (<a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a>), <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a>, or <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a> school or subschool, and must be cast on a willing creature. If the spell’s recipient violates the oath or prohibition while conditional favor remains in effect, the paired spell is undone as if never cast. If the spell was a <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> spell, the hit point damage or condition you removed returns immediately, even if the subject has enjoyed subsequent rest or <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a>. Poisons, diseases, curses, restored <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a>, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> removed by the paired spell return as well.</p><p>Conditional favor recognizes the spirit of your condition and doesn’t trigger a violation due to unintended consequences or circumstances that the subject could not predict with her current knowledge of the situation. For instance, if the prohibition prevented the subject from laying a finger on royalty, touching a disguised prince would not count as a violation if the subject did not recognize the prince, nor would touching a member of royalty while dominated.</p><p>The subject of the spell intuitively knows beforehand whether an action will cause it to lose the paired spell’s benefit.</p>


name: Cone of Cold
level: magus 5, shaman 6, sorcerer/wizard 5, witch 6
school: evocation [cold]
casting_time: 1 standard action
components: V, S, M (a small crystal or glass cone)
range: 60 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p><i>Cone of cold</i> creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).</p>


name: Confess
level: inquisitor 2, psychic 2
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round
saving_throw: Will partial; see text
spell_resistance: yes
description:
<p>You ask the target creature a single question. On the subject’s next action, it must answer truthfully in the same language as the question or take 1d6 points of damage per two caster levels (maximum 5d6) and be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 2d4 rounds. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickening</a> effect and halves the damage. A creature that is unable to answer still takes damage.</p>


name: Confusion
level: bard 3, bloodrager 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (three nutshells)
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell causes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confusion</a> in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject’s turn each round to see what it does in that round.</p><table border="1" cellpadding="5"><caption>Table: Confusion Effects</caption>
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Behavior</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">01-25</td>
<td class="text">Acts normally</td>
</tr>
<tr>
<td class="number">26-50</td>
<td class="text">Does nothing but babble incoherently</td>
</tr>
<tr>
<td class="number">51-75</td>
<td class="text">Deals 1d8 points of damage + <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Str</a> modifier to self with item in hand</td>
</tr>
<tr>
<td class="number">76-100</td>
<td class="text">Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)</td>
</tr>
</tbody>
</table><p>A <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).</p><p><a name="lesser"></a></p><div style="margin-left: 40px">


name: Conjuration Foil
school: abjuration
casting_time: 1 immediate action
components: S
range: medium (100 ft. + 10 ft./level)
area: 20-foot radius spread
duration: 1 round
saving_throw: Will partial (see text)
spell_resistance: yes (object)
level:
bard 4, magus 3, medium 4, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, summoner 3, witch 4

description:
<p>All creatures in the area gain a +4 bonus on saving throws against <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effects. If any creature would enter or depart the area via a <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Summoning">summoning</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effect, that creature takes 1d6 points of damage per spell level of the triggering effect (or half the HD of the originating creature if the effect has no spell level) and arrives in a random similar location within the triggering effect’s range, rather than the intended destination.</p><p>A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save halves the damage and negates the altered destination.</p>


name: Conjure Black Pudding
level: sorcerer/wizard 6, summoner/unchained summoner 5
school: conjuration (summoning) [acid]
casting_time: 1 round
components: V, S, M (a flask of acid worth 10 gp)
range: close (25 ft. + 5 ft./2 level)
effect: one summoned black pudding
duration: 1 round/level (D)
saving_throw: none
description:
<p>You summon a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/oozes/pudding-black">black pudding</a> that immediately attacks creatures near it. You have no control over the creature, and it may attack you if there are no more obvious opponents. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/oozes/pudding-black">black pudding</a> is treated as a summoned creature and has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Extraplanar">extraplanar</a> subtype. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/oozes/pudding-black">black pudding’s</a> split ability works normally, but all puddings derived from the summoned one disappear when the spell ends.</p>


name: Conjure Carriage
level: bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (creation)
casting_time: 1 round
components: V, S, M (a gourd)
range: close (25 ft. + 5 ft./2 levels)
effect: one quasi-real carriage, horses, and driver
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create a fine wooden carriage with whatever cosmetic embellishments you desire. It is well constructed, although not exceptionally ostentatious. The carriage can carry up to six Medium or Small passengers. When conjured, the carriage comes with a team of two quasi-real <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/horse">light horses</a>, which are already harnessed to the carriage. At your command, an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> coachman similar to an <a href="https://www.d20pfsrd.com/magic/all-spells/c/u/unseen-servant" style="font-style: italic">unseen servant</a> can assume the role of driver and direct the carriage, although it can’t perform any complex or dangerous driving, and fails any checks made to drive the carriage in such conditions. At the end of the spell’s duration, the carriage, horses, and coachman disappear into nothingness, depositing everything on or in it on the ground in its space.</p>


name: Conjure Deadfall
level: magus 5, sorcerer/wizard 4
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (fistful of mithral tacks)
range: medium (100 ft. + 10 ft./level)
area: see text
effect: one spiked, falling block
duration: instantaneous
saving_throw: Reflex negates (see text)
spell_resistance: yes
description:
<p><i>You conjure a large metal cube covered in sharp spikes.</i></p><p>If you conjure the block so that it appears in midair, it immediately plummets downward onto all creatures below it. When you cast this spell, you select the size of the square area you wish it to affect. If you choose to create a deadfall over a single 5-foot square, the block deals 1d6 points of bludgeoning damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6) to each creature in the area. A deadfall over a 10-foot square deals 1d6 points of bludgeoning damage per 2 caster levels (maximum 7d6), a deadfall over a 15-foot square deals 1d6 points of bludgeoning damage per 3 caster levels (maximum 5d6), and so on, to a maximum size of a 25-foot square. Only creatures that are on the outer edge of the area affected by a conjure deadfall spell can attempt <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves to avoid the effect; creatures whose space does not touch the edge of the deadfall do not receive a save.</p><p>In order to deal damage, the conjured deadfall must start at least 10 feet above the tallest creature in the area to be affected. A conjured deadfall is as tall as it is wide, and the spell fails if you attempt to conjure a deadfall in an area already occupied by a creature or object (including the ceiling). Regardless, a deadfall conjured by this spell disappears as soon as it deals damage or strikes the ground.</p>


name: Consecrate
level: cleric/oracle 2, inquisitor 2
school: evocation [good]
casting_time: 1 standard action
components: V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation
duration: 2 hours/level
saving_throw: none
spell_resistance: no
description:
<p>This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a -1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, -2 penalties for undead in the area).</p><p>You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the <i>consecrate</i> spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.</p><p><i>Consecrate</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/desecrate">desecrate</a>.</p>


name: Constricting Coils
level: cleric 5, sorcerer/wizard 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a snakeskin)
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>This spell functions like <a href="https://www.d20pfsrd.com/magic/all-spells/c/h/hold-monster" style="font-style: italic">hold monster</a>, except that the target is constricted as if by the coils of a large <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/reptiles/snake" rel="nofollow">snake</a>, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful save ends both the paralyzing and constriction effects.</p>


name: Contact Entity
level: cleric 2, medium 1, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner 2, witch 2
school: evocation
casting_time: 1 minute
components: V, S, M (see text)
range: 100 miles
target: up to 20 entities of 6 HD or fewer; see text
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You send out a magical message to any eldritch entities of a particular kind within a 100-mile radius, which can be delivered to up to 20 such creatures, starting with the nearest creatures until the limit has been met. This spell can’t contact creatures with more than 6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>. You can’t send a specific message, but this spell (and all similar contact entity spells) can be characterized as an open invitation to make contact and establish communication.</p><p>If there is an appropriate entity within range, the spell succeeds automatically. You don’t know whether the message was received, nor any specific details about what creatures received it or how many. Creatures that receive the message know the location and distance from where the spell was cast. Because this spell doesn’t call or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> the target, the target must have its own way to reach the place where the spell was cast.</p><p>How creatures respond to a contact spell is circumstantial and it is possible the creatures will simply ignore the spell. Creatures that come and investigate do so in their own time. They usually arrive cautiously, aware of the potential for ambush. Targets of the spell might inform their organization or community if they have one. There are no restrictions on how the creatures react to being contacted, and they might respond with hostility, parley, entertain an alliance, or subjugate the caster and their related community.</p><p>Using this spell counts as mentally contacting the creature for the purpose of any of its special abilities (such as the star-spawn’s overwhelming mind). For the purpose of spells like <a href="https://www.d20pfsrd.com/magic/all-spells/s/scrying/" style="font-style: italic">scrying</a>, the creature has firsthand knowledge of you and a connection similar to if it possessed a likeness of you.</p><p>Each type of creature requires a different material component that must be included when casting the spell, as shown on <b>Table: Contact Entity</b>. Some of these <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> are expensive or might require quests to acquire. Contacting certain types of creatures makes the spell chaotic, evil, or both, as indicated on the table.</p><div style="margin-left: 40px">


name: Contact High
level: alchemist 2, bard 2, cleric 3, mesmerist 3, shaman 3, skald 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: living creatures touched (up to one per level)
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>While under the effects of a drug, you can duplicate those effects in others. You can touch another creature once per round (this requires a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> if the target is unwilling). When touched, the target begins experiencing the effects of the same drug by which you are currently affected (select one, if you are under the influence of more than one drug). The target doesn’t take any <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> or risk addiction from the drug.</p><p>You cannot impart the effects of any <a href="https://www.d20pfsrd.com/magic-items/potions" style="font-style: italic">potion</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, elixir, or <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-alchemist-discoveries/mutagen-su">mutagen</a> currently affecting you.</p>


name: Contact Nalfeshnee
level: cleric 6, sorcerer/wizard 6, witch 6
school: divination
casting_time: 1 round
components: V, S, M (powdered sapphire worth 250 gp), F (bejeweled cold iron mirror worth at least 2,000 gp)
range: personal
target: you
duration: concentration
description:
<p>When you cast this spell, you fall into a trance and become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> as long as you continue concentrating.</p><p>Choose any one <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill other than arcana or planes. Your mind is placed in telepathic contact with a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/nalfeshnee">nalfeshnee</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> skilled at that particular <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill, in addition to arcana and planes. Each round that you continue to concentrate, you may ask the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/nalfeshnee">nalfeshnee</a> one question and it will answer as best it can. If you ask a question about arcana or planes, the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/nalfeshnee">nalfeshnee</a> has a +23 bonus to the skill check. If you ask about the <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill you selected, the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/nalfeshnee">nalfeshnee</a> has a +20 bonus. It cannot answer questions pertaining to other <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skills—to do so, you must cast the spell again.</p><p>Contact with Abyssal minds is dangerous, and each time the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/nalfeshnee">nalfeshnee</a> answers a question, you suffer 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">ability drain</a> to <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> (determined randomly) unless you make a DC 22 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Each additional question you ask with this spell over the course of a single 24-hour period imparts a cumulative –1 penalty on this saving throw. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">Chaotic</a> evil spellcasters always gain a +4 bonus on this saving throw.</p>


name: Contact Other Plane
level: alchemist 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: divination
casting_time: 10 minutes
components: V
range: personal
target: you
duration: concentration
description:
<p>You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. See the accompanying table for possible consequences and results of the attempt. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.</p><p>You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. You may ask one question for every two caster levels.</p><p>Contact with minds far removed from your home plane increases the probability that you will incur a decrease in <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" rel="nofollow">Intelligence</a> and<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" rel="nofollow"> Charisma</a> due to your brain being overwhelmed, but also increases the chance of the power knowing the answer and answering correctly. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Plane Contacted</th>
<th class="text">Avoid <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Int</a>/<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Cha</a> Decrease</th>
<th class="text">True Answer</th>
<th class="text">Don’t Know</th>
<th class="text">Lie</th>
<th class="text">Random Answer</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Elemental Plane</td>
<td class="text">DC 7/1 week</td>
<td class="number">01-34</td>
<td class="number">35-62</td>
<td class="number">63-83</td>
<td class="number">84-100</td>
</tr>
<tr>
<td class="text">Positive/Negative Energy Plane</td>
<td class="text">DC 8/1 week</td>
<td class="number">01-39</td>
<td class="number">40-65</td>
<td class="number">66-86</td>
<td class="number">87-100</td>
</tr>
<tr>
<td class="text">Astral Plane</td>
<td class="text">DC 9/1 week</td>
<td class="number">01-44</td>
<td class="number">45-67</td>
<td class="number">68-88</td>
<td class="number">89-100</td>
</tr>
<tr>
<td class="text">Outer Plane, demigod</td>
<td class="text">DC 10/2 weeks</td>
<td class="number">01-49</td>
<td class="number">50-70</td>
<td class="number">71-91</td>
<td class="number">92-100</td>
</tr>
<tr>
<td class="text">Outer Plane, lesser deity</td>
<td class="text">DC 12/3 weeks</td>
<td class="number">01-60</td>
<td class="number">61-75</td>
<td class="number">76-95</td>
<td class="number">96-100</td>
</tr>
<tr>
<td class="text">Outer Plane, intermediate deity</td>
<td class="text">DC 14/4 weeks</td>
<td class="number">01-73</td>
<td class="number">74-81</td>
<td class="number">82-98</td>
<td class="number">99-100</td>
</tr>
<tr>
<td class="text">Outer Plane, greater deity</td>
<td class="text">DC 16/5 weeks</td>
<td class="number">01-88</td>
<td class="number">89-90</td>
<td class="number">91-99</td>
<td class="number">100</td>
</tr>
</tbody>
</table><div style="margin-left: 40px">
<p><i>Avoid <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Int</a>/<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" rel="nofollow">Cha</a> Decrease</i>: You must succeed on an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" rel="nofollow">Intelligence </a>check against this DC to avoid a decrease in <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" rel="nofollow">Intelligence</a> and<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" rel="nofollow"> Charisma</a>. You cannot take 10 on this check. If the check fails, your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" rel="nofollow">Intelligence</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" rel="nofollow">Charisma</a> scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" rel="nofollow">Intelligence</a> and<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" rel="nofollow"> Charisma</a>, the effect strikes as soon as the first question is asked, and no answer is received. If a successful contact is made, roll d% to determine the type of answer you gain.</p>
<p><i>True Answer</i>: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.</p>
<p><i>Don’t Know</i>: The entity tells you that it doesn’t know.</p>
<p><i>Lie</i>: The entity intentionally lies to you.</p>
<p><i>Random Answer</i>: The entity tries to lie but doesn’t know the answer, so it makes one up.</p>
</div>


name: Contagion
level: antipaladin 3, bloodrager 4, cleric/oracle 3, druid 3, sorcerer/wizard 4
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>The subject contracts one of the following diseases: <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/blinding-sickness">blinding sickness</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/bubonic-plague">bubonic plague</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/cackle-fever">cackle fever</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/filth-fever">filth fever</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/leprosy">leprosy</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/mindfire">mindfire</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/red-ache">red ache</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/shakes">shakes</a>, or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/slimy-doom">slimy doom</a>. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. For more information see <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/">Diseases</a>.</p><div style="margin-left: 40px">


name: Contagious Flame
level: magus 6, sorcerer/wizard 6
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 3 rounds
saving_throw: none
spell_resistance: yes
description:
<p>You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit and deals 4d6 points of fire damage.</p><p>The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.</p><p>Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round-these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds-a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.</p>


name: Contagious Suggestion
level: bard 4, medium 4, mesmerist 4, occultist 5, psychic 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one living creature
duration: 1 hour/level or until completed (D)
description:
<p>This spell functions as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a>, except the target can pass on the <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> to other targets. The target is compelled to communicate your suggestion to another creature, forcing the new target to attempt a saving throw as if it were the initial target. If a secondary target successfully saves, the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a> effect on the initial target isn’t negated. If a secondary target fails, it is placed under the same <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> as the initial target and can further spread the suggestion. This spell can affect a total number of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> of creatures equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Creatures that save against this spell cannot be affected by that particular casting of <i>contagious suggestion</i> for 24 hours.</p>


name: Contagious Zeal
level: bard 2, cleric/oracle 3, inquisitor 3, psychic 3, sorcerer/wizard 3, spiritualist 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>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-Attack-Roll">attack rolls</a> and weapon damage rolls, 1d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>, and a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on saving throws against fear effects and to the DC of <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks attempted against her. Once per round, the target can select one other creature to gain this bonus as well.</p><p>The chosen creature can be no farther from the target than 25 feet + 5 feet for every 2 caster levels you possess, and a creature can’t be selected more than once in this way. Such allies gain only the bonuses and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>; they don’t continue to spread it to other creatures. The additional creatures’ bonuses and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> share the original spell’s duration, so when that duration ends, all affected creatures lose their bonuses and any remaining <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> from this spell.</p>


name: Contest of Skill
level: bard 2, cleric 3, magus 2, paladin 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a tiny gong)
range: close (25 ft. plus 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p class="desciption">The randomness of critical hits has long vexed certain duelists in the school who consider luck to be an unwelcome addition to duels, which they view as contests of skill rather than chance.</p><p>The creature targeted by this spell is infused with magical power, altering the odds of combat to weaken lucky strikes. Critical threats made by the affected creature automatically fail to confirm. Critical threats that automatically confirm due to class features or feats, such as the <a href="https://www.d20pfsrd.com/classes/core-classes/fighter">Fighter’s</a> <a href="https://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Weapon-Mastery-Ex-">weapon Mastery</a>, are unaffected by this spell.</p><p>In addition, when the initial target of this spell fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to resist contest of skill, it can select one additional creature within range of the spell to suffer the effects of the spell as well (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates). If this secondary target negates this spell with a successful save, the duration of contest of skill on the primary target is reduced to 1 round.</p>


name: Contingency
level: sorcerer/wizard 6
school: evocation
casting_time: at least 10 minutes; see text
range: personal
target: you
duration: 1 day/level (D) or until discharged
components:
V, S, M (quicksilver and an eyelash of a spell-using creature), F (ivory statuette of you worth 1,500 gp)

description:
<p>You can place another spell upon your person so that it comes into effect under some condition you dictate when casting <i>contingency</i>. The <i>contingency</i> spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead. You must pay any costs associated with the companion spell when you cast <i>contingency.</i></p><p>The spell to be brought into effect by the <i>contingency</i> must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).</p><p>The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the <i>contingency</i> immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (<i>contingency</i> and the companion magic) may fail when triggered. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.</p><p>You can use only one <i>contingency</i> spell at a time; if a second is cast, the first one (if still active) is dispelled.</p>


name: Contingent Action
level: bard 3, psychic 3, sorcerer/wizard 3
school: evocation
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature
duration: 1 minute/level (D) or until discharged
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
description:
<p>The target gains an extra action that becomes available when a condition which you dictate is met. At the time of casting, you dictate the condition, and the target specifies a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">readied</a> action that occurs when triggered by this condition.</p><p>The condition needed to trigger the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">readied</a> action must be clear, although it can be general. If a complicated or convoluted condition is prescribed, the whole combination might fail when triggered. For example, suppose the trigger and the action are stated as “If the target is attacked while he is not holding a weapon, he draws a weapon.” If the target has no weapon to draw when the trigger occurs, the action fails. If the trigger and the action are “If an ally within 20 feet falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>, the target moves to a space adjacent to that ally” but the target is chained to a wall when the trigger occurs and can’t reach the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> ally, the action fails.</p><p>The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">readied</a> action must be a standard, move, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>—it cannot be used to cast a spell or use a supernatural ability. This action counts as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">readied</a> action and doesn’t count toward the number of actions the creature can take in a round. When the condition occurs, the target can decide not to use the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">readied</a> action. Once the condition is triggered, the spell is discharged—whether or not the target uses the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">readied</a> action or the action is successful.</p><p>This spell counts as a <a href="https://www.d20pfsrd.com/magic/all-spells/c/contingency" style="font-style: italic">contingency</a> spell for the purpose of having multiple contingent effects on a creature at the same time.</p>


name: Contingent Scroll
level: bard 4, sorcerer/wizard 4
school: evocation
casting_time: 10 minutes
components: V, S, M (the scroll to be triggered; see text), F (a platinum quill worth 100 gp)
range: personal
target: you
duration: 10 minutes/level (D) or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You transfer the power of a <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a> to the target so that it comes into effect under some condition you dictate. Casting this spell destroys the scroll, but allows the spell in it to be triggered in a manner similar to the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/contingency">contingency</a> spell. The spell on the scroll must be a spell on your spell list, it must affect the target of this spell (the target of this spell is considered the caster of the <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a>), and its level must be no higher than one-fourth your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 5th level).</p><p>The writing on the scroll appears on the target’s skin in any location you desire; this writing does not harm or interfere with the target in any way, and doesn’t need to be on exposed skin to function. For example, you could make the writing appear on under a target’s clothing. The writing on the target’s skin can be deciphered and identified as if it were the <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a> it was copied from. Damaging the target has no effect on the stored spell, but effects such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/e/erase">erase</a> that target magical writing can affect it.</p><p>The condition needed to bring the spell into effect must be clear, although it can be general. In all cases, this spell immediately brings into effect the scroll’s spell, the latter being effectively cast instantaneously when the trigger occurs. If a complicated or convoluted condition is prescribed, the whole spell combination (the contingent <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a> and the <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll’s</a> spell) might fail when triggered. The scroll’s spell occurs based solely on the stated conditions, regardless of whether you want it to at that moment.</p><p>This spell counts as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/contingency">contingency</a> spell for the purpose of having multiple contingent effects on a creature at the same time.</p>


name: Contingent Venom
level: shaman 4, sorcerer/ wizard 4
school: necromancy [poison]
components: V, S, M (herbs used in antitoxins worth 100 gp)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/languid-venom">languid venom</a>, but you can stipulate a specific condition or circumstance that will end the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison’s</a> onset time and cause it to take effect. The conditions for triggering the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> can be as general or as detailed as desired, but the triggers must be visual or audible (as per <a class="spell" href="https://www.d20pfsrd.com/magic-mouth">magic mouth</a>) or else based on physical contact with or consumption of a specific object, substance, or creature. This triggering condition can either result in the immediate onset of the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, or cause the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> to take effect a number of rounds after being triggered no greater than 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. You must make all decisions involving triggering when you cast contingent venom, and you can’t change those decisions later.</p>


name: Continual Flame
level: cleric/oracle 3, inquisitor 3, occultist 2, psychic 3, sorcerer/wizard 2
school: evocation [light]
casting_time: 1 standard action
components: V, S, M (ruby dust worth 50 gp)
range: touch
target: object touched
effect: magical, heatless flame
duration: permanent
saving_throw: none
spell_resistance: no
description:
<p>A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A <i>continual flame</i> can be covered and hidden but not smothered or quenched.</p><p>Light spells counter and dispel <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness/">darkness</a></i> spells of an equal or lower level.</p>


name: Control Construct
level: sorcerer/wizard 7
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one construct
duration: concentration
saving_throw: none (see text)
description:
<p>You wrest the control of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> from its master. For as long as you <a href="https://www.d20pfsrd.com/magic#TOC-Duration">concentrate</a>, you can control the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> as if you were its master. You must make a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check each round to maintain control. The DC of the <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check is (10 + the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct’s</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a>). If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct’s</a> creator or master is present and trying to control the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>, you both must make opposed <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> checks each round to control the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>.</p>


name: Control Plants
level: druid 8
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 min./level
saving_throw: Will negates
spell_resistance: no
description:
<p>This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.</p><p>Suicidal or self-destructive commands are simply ignored.</p>


name: Control Summoned Creature
level: bard 3, cleric/oracle 4, sorcerer/wizard 4, summoner/unchained summoner 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one summoned creature
duration: 1 round/level
saving_throw: Will negates
description:
<p>You seize control of a summoned creature by disrupting the bond between it and the caster who summoned it. If the creature fails its save, you may command it as if you had summoned it. The original caster can attempt to regain control of the creature as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> by making an opposed <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check against you. When your spell ends, control reverts to the original summoner. If the summoning spell ends before this spell ends, the remaining duration of this spell is lost.</p>


name: Control Undead
level: sorcerer/wizard 7
school: necromancy
casting_time: 1 standard action
components: V, S, M (a piece of bone and a piece of raw meat)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell enables you to control <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> do not attack you. At the end of the spell, the subjects revert to their normal behavior.</p><p>Intelligent <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures remember that you controlled them, and they may seek revenge after the spell’s effects end.</p>


name: Control Vermin
level: cleric 3, druid 2, ranger 4, sorcerer/wizard 3, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF/M (a beetle)
range: close (25 ft. + 5 ft./2 levels)
target: up to 1 HD/level of vermin , no two of which can be more than 30 ft. apart
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: no
description:
<p>You and a number of allies less than or equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> designated upon casting can use <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a> and <a href="https://www.d20pfsrd.com/skills/ride">Ride</a> checks to influence or control the targeted <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a> as if they were <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> and had <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>-level intelligence.</p>


name: Control Water
level: cleric/oracle 4, druid 4, shaman 4, sorcerer/wizard 6
school: transmutation [water]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of dust for or a drop of water for )
range: long (400 ft. + 40 ft./level)
area: water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
duration: 10 min./level (D)
saving_throw: none; see text
spell_resistance: no
description:
<p>This spell has two different applications, both of which control water in different ways. The first version of this spell causes water in the area to swiftly evaporate or to sink into the ground below, lowering the water’s depth. The second version causes the water to surge and rise, increasing its overall depth and possibly flooding nearby areas.</p><p><i>Lower Water</i>: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slow</a> spell (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates). The spell has no effect on other creatures.</p><p><i>Raise Water</i>: This causes water or similar liquid to rise in height, just as the <i>lower water</i> version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.</p><p>With either version of this spell, you may reduce one horizontal dimension by half and double the other horizontal dimension to change the overall area of effect.</p>


name: Control Weather
level: cleric/oracle 7, druid 7, shaman 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 10 minutes; see text
components: V, S
range: 2 miles
area: 2-mile-radius circle, centered on you; see text
duration: 4d12 hours; see text
saving_throw: none
spell_resistance: no
description:
<table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Season</th>
<th class="text">Possible Weather</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Spring</td>
<td class="text">Tornado, thunderstorm, sleet storm, or hot weather</td>
</tr>
<tr>
<td class="text">Summer</td>
<td class="text">Torrential rain, heat wave, or hailstorm</td>
</tr>
<tr>
<td class="text">Autumn</td>
<td class="text">Hot or cold weather, fog, or sleet</td>
</tr>
<tr>
<td class="text">Winter</td>
<td class="text">Frigid cold, blizzard, or thaw</td>
</tr>
<tr>
<td class="text">Late winter</td>
<td class="text">Hurricane-force winds or early spring</td>
</tr>
</tbody>
</table><p>You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. You can also use this spell to cause the weather in the area to become calm and normal for the season.</p><p>You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather–where lightning strikes, for example, or the exact path of a tornado. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.</p><p><i>Control weather</i> can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.</p><p>A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.</p>


name: Control Winds
level: druid 5, shaman 5
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: 40 ft./level
area: 40 ft./level radius cylinder 40 ft. high
duration: 10 min./level
saving_throw: Fortitude negates
spell_resistance: no
description:
<p>You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.</p><p><i>Wind Direction</i>: You may choose one of four basic wind patterns to function over the spell’s area.</p><ul>
<li>A downdraft blows from the center outward in equal strength in all directions.</li>
<li>An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.</li>
<li>Rotation causes the winds to circle the center in clockwise or counterclockwise fashion.</li>
<li>A blast simply causes the winds to blow in one direction across the entire area from one side to the other.</li>
</ul><p><i>Wind Strength</i>: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or suffer the effect of being in the windy area. See <a href="https://www.d20pfsrd.com/gamemastering/environment/weather#wind-effects">Environment</a> for more details.</p><p>Strong winds (21+ mph) make sailing difficult.</p><p>A severe wind (31+ mph) causes minor ship and building damage.</p><p>A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.</p><p>Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.</p><p>A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.</p><h3>By the way…</h3><p>The area of winds created by this spell does not move with a ship.</p>


name: Controlled Fireball
level: bloodrager 4, magus 4, occultist 4, sorcerer/wizard 4
school: evocation [fire, ruse]
casting_time: 1 standard action
components: V, S, M (a ball of bat guano and sulfur)
range: long (400 ft. + 40 ft./level)
area: 20-foot-radius spread
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/f/fireball">fireball</a> except you can cause the bead of fire to originate from anywhere you can see within range.</p><p>You can choose a number of squares within the area up to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> bonus (for magi, <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist">occultists</a>, or <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>) or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus (for <a href="https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager">bloodragers</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a>) to be struck by weaker flames; the <i>controlled fireball</i> deals minimum damage in those squares.</p><p>Attempts to identify controlled fireball with a skill check incorrectly identify it as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/f/fireball">fireball</a> (see the ruse descriptor).</p>


name: Conversing Wind
level: bard 4, sorcerer/wizard 4 Duration 1 hour/level (D)
school: transmutation [air]
duration: 1 hour/level (D)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/w/whispering-wind">whispering wind</a>, except it can carry responses and doesn’t end after delivering its first message.</p><p>After the wind completes its initial message, it waits for 1 round, then copies what it hear, and returns at the same speed and by the same route. It delivers what it heard to the location where the spell was originally cast. The wind continues back and forth in this way until the duration ends or the spell is dismissed.</p>


name: Coordinated Effort
level: bard 3, inquisitor 3
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>Choose a single teamwork feat that you possess. You forge a link with your allies, allowing them to gain the benefits of the chosen feat even if they do not have it themselves. You must be a part of the group qualifying for a given bonus for your allies to gain the benefits. For example, two of your allies <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Orc">orc</a> would gain no benefit from your Outflank feat, but an ally <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Orc">orc</a> with you would. Your allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for either of you to receive the listed bonus.</p>


name: Corpse Hammer
level: sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (a leather glove coated in dried embalming herbs)
range: close (25 ft. + 5 ft./2 levels)
effect: sphere of undead remains composed of 3 or more destroyed undead
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
<p>When you cast this spell, you draw the remains of nearby destroyed <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> together and fuse them into a mass of flesh and bone you can then hurl at any foes within range.</p><p>Three corpses within range of the spell are required for the spell to function. The hammer can be directed to attack one foe within range per round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. It uses your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, modified by 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 one is highest). On a hit, the corpse hammer deals 1d6 points of damage per three caster levels (to a maximum of 6d6 points of damage).</p><p><i>Corpse hammer</i> also has secondary effects based on the nature of the three bodies you use to create it. If the majority used to create it (at least two) were skeletal, the jagged bits of bone cause the hammer to deal slashing damage and increase its critical threat range to 19–20. On the other hand, if the majority were fleshy (at least two), the increased mass causes the spell to deal bludgeoning damage and increase its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> damage to ×3.</p><p><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a> that have been destroyed by positive energy or a similar effect that does not leave a corpse, like a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a> spell, cannot be used to form a <i>corpse hammer</i>.</p>


