# spell

name: Strong Wings
level: bloodrager 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target’s wings grow more powerful, causing its fly speed to increase by +10 feet and its maneuverability to improve by one category (to a maximum of good). This increase counts as an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a>. This spell has no effect on wingless creatures or winged creatures that cannot fly.</p>


name: Stumble Gap
level: sorcerer/wizard 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (miniature shovel costing 10 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: see text
duration: 1 round + 1 round/level
saving_throw: Reflex partial
spell_resistance: no
description:
<p>You create a shallow extra-dimensional hole perfectly sized to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> anyone who steps within it. This hole occupies a single 5-foot square with a depth of six inches. Any creature occupying the square when you first create the hole, or who later steps into the square containing the hole, must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> to avoid falling <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> in an adjacent square and taking 1d6 points of damage. A creature that makes its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> still stumbles ever so slightly and takes a -1 penalty on all rolls and checks for 1 round. The spell has no effect on creatures adjacent to the square containing the hole.</p>


name: Stunning Barrier
level: cleric 1, inquisitor 1, paladin 1, psychic 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level or until discharged
saving_throw: none and Will negates (see text)
spell_resistance: no and yes (see text)
description:
<p>You are closely surrounded by a barely visible magical field. The field provides a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> and a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saves. Any creature that strikes you with a melee attack is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates). Once the field has <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> an opponent, the spell is discharged.</p><div style="margin-left: 20px">


name: Stunning Finale
level: bard 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round
saving_throw: Fortitude partial; see text
spell_resistance: yes
description:
<p>You must have a bardic performance in effect to cast this spell.</p><p>With a flourish, you immediately end your bardic performance, assaulting the senses of the targets with your finale. Each target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round. On a successful Saving Throw, a target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round.</p>


name: Sturdy Tree Fort
level: druid 5, ranger 4
school: transmutation
casting_time: 1 minute
components: V, S, F (a nail, a rope , and a short wooden plank)
range: touch
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You cause a large tree to grow in the 5-foot square you touch. The tree has 1 foot of thickness for every 4 caster levels you have, and it can grow to any height you designate, up to 5 feet high per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have. If there is a ceiling or other barrier overhead, the maximum height of the tree cannot exceed the space available. At any point along the tree’s height, you can create a sturdy wooden building that fills one 10-foot cube for every 4 caster levels you have. All portions of the structure must be adjacent to the trunk of the tree (or can have the tree trunk extend up through their spaces), but otherwise these cubes need not be contiguous. If you place the cubes so that they are contiguous, the buildings merge together, complete with ladders connecting different vertical levels. The fort is magically supported, but if the tree it is attached to is destroyed, the structure is destroyed as well (the tree has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 5 and 20 hp per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have).</p><p>Each building you create has shuttered arrow slits on its walls and in the floor, granting those within the structure improved <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> against attacks from outside while the arrow slits are open and total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> when they are closed. Each cube within the fort is equivalent to a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/secure-shelter">secure shelter</a>, other than the size and its wooded construction material (<a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 5). When you cast sturdy tree fort, you can designate a number of creatures equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Designated creatures gain a +10 bonus on <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> checks and are not denied their <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonuses while climbing on the fort’s structure, as they find handholds and stable footholds easily on the tree and its buildings.</p><p>You cannot cast this spell in an area of worked stone, though you can cast it in natural surroundings that would not normally support the growth of a large tree, such as a cavern, desert, or glacier. If you cast this spell in a forest, jungle, or similar heavily treed terrain, the fort is camouflaged as long as its doors and windows remain closed (or even if they are open, as long as those within remain quiet and take no violent actions), requiring a successful DC 25 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check or <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> check to notice its presence.</p>


name: Subjective Reality
level: bard 6, medium 5, mesmerist 5, psychic 6, sorcerer/wizard 7
school: illusion (phantasm) [mind-affecting]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: none
description:
<p>Choose one object, creature, or force you can see within long range (400 ft. + 40 ft./level). You alter your perceptions to become convinced the target is an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>.</p><p>For you, the target becomes transparent and does not create sound or smell. Until the spell ends, you can move through the target unimpeded and the target can move through you. The target’s nonmagical attacks cannot harm you, and the target’s magical attacks deal half damage to you. The target’s non-damaging magical abilities have a 50% chance not to affect you, and you are immune to all its sonic, <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Language-Dependent">language-dependent</a>, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>-based attacks. However, your attacks deal no damage to the target, and your magical abilities do not affect the target at all. You or the target can affect each other normally through intermediaries. For instance, while the target would be immune to the direct effects of your <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/e/earthquake">earthquake</a> spell, if the spell caused a room’s ceiling to collapse, the target would not be immune to the effects of the collapse.</p><div style="width:190px;height:250px;margin:5px auto">
<a href="http://www.amazon.com/gp/product/1601257856/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601257856&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=KXZRYKU2EBIOL4LF" rel="nofollow"> <img border="0" src="http://ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&amp;ASIN=1601257856&amp;Format=_SL250_&amp;ID=AsinImage&amp;MarketPlace=US&amp;ServiceVersion=20070822&amp;WS=1&amp;tag=httpwwwd20pfs-20"/> </a>
</div><img alt="" border="0" height="1" src="http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/irthttpwwwd20pfs-20amplas2ampo-2ampa-260-2257856-2" style="border:none!important;margin:0px!important" width="1"/><div style="width:200px;font-size:10px;font-weight:bold;text-align:center;margin:5px auto">
<a href="http://www.amazon.com/gp/product/1601257856/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601257856&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=KXZRYKU2EBIOL4LF" rel="nofollow"> Get this book AND support this site!</a>
</div>


name: Submerge Ship
level: cleric 7, sorcerer/wizard 7
school: transmutation
casting_time: 1 minute
components: V, S, M/DF (a glass marble or piece of soap)
range: touch
target: 1 sailing vessel
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>When this spell is cast upon a vessel, the ship is surrounded by a protective bubble of constantly replenishing, breathable air and sinks beneath the waves. For the duration of the spell, the ship can travel beneath the water as easily as it did above. While under the effects of this spell, the ship has magical propulsion that gives it a maximum speed of 120 feet and an acceleration of 30 feet. The ship’s pilot uses the normal sailing skill to control the ship while under this spell’s effects, and can command it to dive and ascend as part of the vessel’s normal movement.</p><p>Despite the magical propulsion, the ship still requires its crew to perform its normal functions.</p><p>The spell protects the ship and all aboard from the dangers of drowning and pressure, but not from damage from outside obstacles or creatures. The bubble cannot be used offensively and prevents an affected ship from rising into a space that won’t accommodate it (like a sea cave too small to contain it or under another vessel). Creatures can enter or leave the bubble at will, but those outside the sphere cannot be forced inside against their will, the sphere proving substantial enough that such creatures may choose whether to enter or to slip away along its sides. At the end of the spell’s duration the bubble pops, causing a ship still underwater at that time to gain the sinking condition. This spell has no effect if cast upon a ship in water that cannot cover the vessel entirely.</p><p>Although largely beneficial, this spell can be cast on a ship whose pilot does not want to submerge her vessel. The ship itself uses its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw to resist this effect.</p>


name: Substitute Trail
level: druid 4, ranger 4
school: transmutation
casting_time: 1 standard action
components: V, S
target: 1 creature/level; see text
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell can affect any creatures with which you interacted in the last 24 hours. You alter the trails left by the chosen creatures, making it appear that another creature with which you are familiar left the trail instead (you must have met the creature with which you are familiar). If a tracker exceeds the DC of the skill check to follow the trail by an amount equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, the tracker recognizes that the trail has been manipulated by this spell, although it cannot see the trail’s true nature unless it uses magical means, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/true-seeing">true seeing</a>.</p>


name: Suffocation
level: sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (a vial containing a bit of the caster’s breath)
range: close (25 ft. + 5 ft./2 levels)
duration: 3 rounds
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>This spell extracts the air from the target’s lungs, causing swift suffocation.</p><p>The target can attempt to resist this spell’s effects with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save-if he succeeds, he is merely <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round as he gasps for breath. If the target fails, he immediately begins to suffocate. On the target’s next turn, he falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> and is reduced to 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. One round later, the target drops to -1 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a>. One round after that, the target dies. Each round, the target can delay that round’s effects from occurring by making a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, but the spell continues for 3 rounds, and each time a target fails his <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, he moves one step further along the track to suffocation. This spell only affects living creatures that must breathe. It is impossible to defeat the effects of this spell by simply holding one’s breath-if the victim fails the initial Saving Throw, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Air">air</a> in his lungs is extracted.</p><div style="margin-left:40px">


name: Suggestion
level: bard 2, medium 2, mesmerist 2, occultist 3, psychic 2, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V, M (a snake’s tongue and a honeycomb)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 hour/level or until completed
saving_throw: Will negates
spell_resistance: yes
description:
<p>You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The <i>suggestion</i> must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.</p><p>The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.</p><p>A very reasonable <i>suggestion</i> causes the save to be made with a penalty (such as -1 or -2).</p>


name: Summon Accuser
level: bard 4, cleric/oracle 4, sorcerer/wizard 4, summoner 4, witch 4
school: conjuration (summoning) [evil, lawful]
casting_time: 1 round
components: V, S, F/DF (chunk of rotten meat)
range: close (25 ft. + 5 ft./2 levels)
effect: one accuser devil
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
<p>This spell summons a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/devil-accuser">accuser devil</a> from Hell to do the spellcaster’s bidding, similar to how <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a></i> spells function. Accuser devils, known to diabolists as zebubs, are hideous flying creatures with the torso of a plump human infant and the body and wings of an enormous fly. They make excellent spies, for they have the ability to grant visions of what they have witnessed to others—the Queen’s Hands sometimes use summoned zebubs to observe suspects from afar.</p>


name: Summon Ancestral Guardian
level: bard 3, cleric/oracle 3
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, F/DF (stone metal image of your ancestor)
range: medium (100 ft. + 10 ft./level)
effect: two summoned ancestor spirits
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You call the spirits of two ancestors to manifest in the mortal world and attack your enemies. Each appears as a transparent image of a powerful, wise dwarf armed with a traditional dwarven weapon of your choice. These spirits move and attack at your direction, each having the abilities of a spiritual weapon, except they can attack different targets and deal physical damage (bludgeoning, piercing, or slashing, according to the weapon the spirit wields) instead of force damage. Like creatures conjured with a summon monster spell, your ancestors are not harmed if these manifestations are destroyed.</p>


name: Summon Cacodaemon
level: cleric 2, sorcerer/wizard 2, summoner 2, witch 2
school: conjuration (summoning) [evil]
components: V, S, F (a silver hook)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a>, except it summons a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons/cacodaemon">cacodaemon</a>.</p><div style="margin-left:40px">


name: Summon Ceustodaemon
level: cleric 5, sorcerer/wizard 5, summoner 4, witch 5
school: conjuration (summoning) [evil]
components: V, S, F (ashes of a dead animal )
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a>, except it summons a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons/ceustodaemon">ceustodaemon</a>.</p>


name: Summon Derghodaemon
level: cleric 9, sorcerer/wizard 9, witch 9
school: conjuration (summoning) [evil]
components: V, S, F (a handful of bug carapaces)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a>, except it summons a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons/derghodaemon">derghodaemon</a>.</p>


name: Summon Eidolon
level: summoner/unchained summoner 2
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M (a silver coin)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You open a rift between dimensions that summons your eidolon. </p><p>Treat this as if you had summoned your eidolon normally, except that it only remains with you for the duration of this spell. While summoned in this way, your eidolon cannot touch any creature warded by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil"><i>protection from evil</i></a> or a similar effect and your eidolon can be sent back to its home plane by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a>. </p><p>If you cast this spell while your eidolon is already on your plane, this spell has no effect. This spell allows you to summon your eidolon even if it has been returned to its home plane due to damage. </p>


name: Summon Elder Worm
level: druid 9
school: conjuration (summoning)
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally">summon nature’s ally VIII</a></i>, except you <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a <a href="https://www.d20pfsrd.com/bestiary/monster-listin/magical-beasts/purple-worm">purple worm</a> with the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-giant-cr-1">giant creature simple template</a>.</p>


name: Summon Erodaemon
level: cleric 8, sorcerer/wizard 8, summoner 6, witch 8
school: conjuration (summoning) [evil]
components: V, S, F (a bent or tarnished wedding band)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a>, except it summons a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons/erodaemon">erodaemon</a>.</p>


name: Summon Flight of Eagles
level: bloodrager 4, druid 6, ranger 4, shaman 6, sorcerer/wizard 6, summoner 6, witch 6
school: conjuration (summoning)
casting_time: 1 round
components: V, S, F (a gold feather worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: 1d4+1 summoned creatures
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
<p>You <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> 1d4+1 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/giant-eagle">giant eagles</a> to serve as you designate. The summoned birds can fight if you wish, but can also serve as mounts.</p>


name: Summon Froghemoth
level: druid 9
school: conjuration (summoning)
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally">summon nature’s ally IX</a></i>, except you <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/froghemoth">froghemoth</a>.</p>


name: Summon Genie
level: cleric 4, sorcerer/wizard 4, summoner 3, witch 4
school: conjuration (summoning)
casting_time: 1 round
components: V, S, F/DF (an oil lamp worth at least 50 gp)
range: close (25 ft. + 5 ft./2 levels) Effect one summoned genie
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster I</a>, except you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> one <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/janni">janni</a>.</p><div style="margin-left:40px">


name: Summon Giant Ally
level: druid 6
school: conjuration (summoning) [see text]
casting_time: 1 standard action
components: V, S, F/DF (bit of cloth from a giant’s bag) one or more giants
effect: one or more giants
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally"><i>summon nature’s ally VI</i></a>, except its <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> is shorter and you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> one <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-cave">cave</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-hill">hill</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-marsh">marsh</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-river">river</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-slag">slag</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-stone">stone</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-wood">wood giant</a>.</p><div style="margin-left:20px">


name: Summon Infernal Host
level: bard 5, cleric/oracle 5, sorcerer/wizard 5, summoner 5, witch 5
school: conjuration (summoning) [evil, lawful]
casting_time: 1 round
components: V, S, F/DF (strip of rune-inscribed parchment)
range: close (25 ft. + 5 ft./2 levels)
effect: 1d4+1 lesser host devils or 1 greater host devil
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster V</a></i>, save that it can only be used to summon host devils. These noxious flying devils are also known as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/host-lesser-gaav">gaavs</a> and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/host-greater-magaav">magaavs</a>.</p>


name: Summon Instrument
level: bard 0
school: conjuration (summoning)
casting_time: 1 round
components: V, S
range: 0 ft.
effect: one summoned handheld musical instrument
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.</p>


name: Summon Kami
level: druid 5, shaman 5 Effect one or more kami
school: conjuration
effect: one or more kami
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally"><i>summon nature’s ally V</i></a>, except you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> one <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/kami/kami-kodama">kodama</a>, 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/kami/kami-fukujin">fukujin</a>, or 1d4+1 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/kami/kami-shikigami">shikigami</a>.</p>


name: Summon Laborers
level: cleric 6, shaman 6, summoner 6, witch 6
school: conjuration (summoning)
casting_time: 10 minutes
components: V, S, F/DF (a strip of rune-inscribed parchment )
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned petitioner / caster level
duration: 8 hours (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell summons one <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a> per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. These petitioners hail from one plane of your choice and perform tasks at your direction. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioners</a> cannot fight or travel to dangerous lands, but do assist your downtime activities within a settlement, increasing the effect of Influence or Labor you spend by 50%, to a maximum of 1 additional point of Influence or Labor for every 2 caster levels you possess. This stacks with any increase to the effect of Influence or Labor that you receive from your followers within the settlement where the downtime activity takes place (if any). Summon laborers is a spell of the same <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> type as the plane from which the summoned <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioners</a> hail (chaotic and evil for the Abyss, lawful and good for <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Heaven-Lawful-Good-">Heaven</a>, and so on). Effects that increase the number of creatures summoned by a spell (such as <a href="https://www.d20pfsrd.com/feats/general-feats/superior-summoning">Superior Summoning</a>) do not affect <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> laborers.</p>


name: Summon Lesser Psychopomp
level: cleric/oracle 5, sorcerer/wizard 5, summoner 4, witch 5
school: conjuration (summoning)
casting_time: 1 round
components: V, S, F/DF (a crocodile skull funerary mask)
range: close (25 ft. + 5 ft./2 levels)
effect: one or more summoned psychopomps (see text)
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a>, except that it summons 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-esobok">esobok psychopomps</a> or 1d4+1 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-nosoi">nosoi psychopomps</a>.</p>


name: Summon Meladaemon
level: cleric 8, sorcerer/wizard 8, summoner 6, witch 8
school: conjuration (summoning) [evil]
components: V, S, F (an empty wooden bowl)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a>, except it summons a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons/meladaemon">meladaemon</a>.</p>


name: Summon Minor Ally
level: druid 1, ranger 1
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: 1d3 summoned creatures
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally">summon nature’s ally I</a></i>, except you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> 1d3 Tiny or smaller <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> must all be the same type of creature.</p>


name: Summon Minor Monster
school: conjuration (summoning)
casting_time: 1 round
components: V, S, F/DF (a tiny bag and a small candle)
range: close (25 ft. + 5 ft./2 levels)
effect: 1d3 summoned creatures
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
level:
antipaladin 1, bard 1, cleric/oracle 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster/" style="font-style: italic">summon monster I</a>, except you can <a href="https://www.d20pfsrd.com/magic/#TOC-Conjuration-Summoning">summon</a> 1d3 Tiny or smaller <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>, such as bats, lizards, monkeys, rats, ravens, toads, or weasels. The summoned <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> must all be the same type of creature. As with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> summoned with <a href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster/" style="font-style: italic">summon monster I</a>, you may apply one alignment-appropriate template to these <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>.</p>


name: Summon Monster
school: conjuration (summoning) [see text]
casting_time: 1 round
components: V, S, F/DF (a tiny bag and a small candle)
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
level:
antipaladin 1, bard 1, cleric/oracle 1, medium 1, psychic 1, sorcerer/wizard 1, spiritualist 1, summoner/unchained summoner 1, witch 1

description:
<p>This spell summons an extraplanar creature (typically an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beast</a> native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on <b>Table: Summon Monster</b>. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.</p><p>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as <a href="https://www.d20pfsrd.com/magic/all-spells/w/wish/" style="font-style: italic">wish</a>).</p><p>When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on <b>Table: Summon Monster</b> marked with an “*” are summoned with the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/celestial-creature-cr-special">celestial template</a>, if you are good, and the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish template</a>, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell’s type match your alignment.</p><p>The summon monster spells have numerous entries representing creatures that are summoned from the Outer Planes, and thus have the celestial or fiendish template or can be summoned with the entropic or resolute template (Pathfinder RPG Bestiary 2, pages 292 and 293, respectively).</p><p class="title"><a name="TOC-Summon-Monster-II"></a>Summon Monster II</p><div class="statblock">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (summoning); <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/antipaladin-spell-list/">antipaladin</a> 2, <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bard</a> 2, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 2, <a href="https://www.d20pfsrd.com/classes/occult-classes/medium/">medium</a> 2, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 2, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 2, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-summoner/">summoner/unchained summoner</a> 2, <span id="ctl00_MainContent_DataListTypes_ctl00_LabelName"><a href="https://www.d20pfsrd.com/classes/occult-classes/spiritualist/">spiritualist</a> 2</span>, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 2; <b>Subdomain</b> <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/void-domain/dark-tapestry">dark tapestry</a> 2; <b>Elemental School</b> <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/air">air</a> 2, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/earth">earth</a> 2, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/fire">fire</a> 2, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/water">water</a> 2</p>
</div><p>This spell functions like <i>summon monster I</i>, except that you can summon one creature from the <a href="#2nd-level">2nd-level list</a> or 1d3 creatures of the same kind from the <a href="#1st-level">1st-level list</a>.</p><p class="title"><a name="TOC-Summon-Monster-III"></a>Summon Monster III</p><div class="statblock">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (summoning); <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/antipaladin-spell-list/">antipaladin</a> 3, <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bard</a> 3, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 3, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 3, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 3, <a href="https://www.d20pfsrd.com/classes/occult-classes/spiritualist/">spiritualist</a> 3, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 3</p>
</div><p>This spell functions like <i>summon monster I</i>, except that you can summon one creature from the <a href="#3rd-level">3rd-level list</a>, 1d3 creatures of the same kind from the <a href="#2nd-level">2nd-level list</a>, or 1d4+1 creatures of the same kind from the <a href="#2nd-level">1st-level list</a>.</p><p class="title"><a name="TOC-Summon-Monster-IV"></a>Summon Monster IV</p><div class="statblock">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (summoning); <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/antipaladin-spell-list/">antipaladin</a> 4, <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bard</a> 4, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 4, <a href="https://www.d20pfsrd.com/classes/occult-classes/medium/">medium</a> 3, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 4, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 4, <a href="https://www.d20pfsrd.com/classes/occult-classes/spiritualist/">spiritualist</a> 4, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-summoner/">summoner/unchained summoner</a> 3, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 4; <b>Elemental School</b> <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/air">air</a> 4, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/earth">earth</a> 4, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/fire">fire</a> 4, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/water">water</a> 4</p>
</div><p>This spell functions like <i>summon monster I</i>, except that you can summon one creature from the <a href="#4th-level">4th-level list</a>, 1d3 creatures of the same kind from the <a href="#3rd-level">3rd-level list</a>, or 1d4+1 creatures of the same kind from a lower-level list.</p><p class="title"><a name="TOC-Summon-Monster-V"></a>Summon Monster V</p><div class="statblock">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (summoning); <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-bard/">bard</a> 5, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 5, <a href="https://www.d20pfsrd.com/classes/occult-classes/medium/">medium</a> 4, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 5, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 5, <span id="ctl00_MainContent_DataListTypes_ctl00_LabelName"><a href="https://www.d20pfsrd.com/classes/occult-classes/spiritualist/">spiritualist</a> 5</span>, <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a>/ <a href="https://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained">unchained summoner</a> 4, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 5; <b>Domain</b> <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/darkness-domain">darkness</a> 5; <b>Subdomain</b> <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/void-domain/dark-tapestry">dark tapestry</a> 5; <b>Elemental School</b> <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/air">air</a> 5, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/earth">earth</a> 5, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/fire">fire</a> 5, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/water">water</a> 5; <strong>Mystery</strong> <a href="https://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo-oracle-mysteries/flame/">flame</a> 5</p>
</div><p>This spell functions like <i>summon monster I</i>, except that you can summon one creature from the <a href="#5th-level">5th-level list</a>, 1d3 creatures of the same kind from the <a href="#4th-level">4th-level list</a>, or 1d4+1 creatures of the same kind from a lower-level list.</p><p class="title"><a name="TOC-Summon-Monster-VI"></a>Summon Monster VI</p><div class="statblock">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (summoning); <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-bard/">bard</a> 6, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 6, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 6, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 6, <span id="ctl00_MainContent_DataListTypes_ctl00_LabelName"><a href="https://www.d20pfsrd.com/classes/occult-classes/spiritualist/">spiritualist</a> 6</span>, <a href="https://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained">unchained summoner</a> 5, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 6; <b>Elemental School</b> <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/air">air</a> 6, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/earth">earth</a> 6, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/fire">fire</a> 6, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/water">water</a> 6</p>
</div><p>This spell functions like <i>summon monster I</i>, except that you can summon one creature from the <a href="#6th-level">6th-level list</a>, 1d3 creatures of the same kind from the <a href="#5th-level">5th-level list</a>, or 1d4+1 creatures of the same kind from a lower-level list.</p><p class="title"><a name="TOC-Summon-Monster-VII"></a>Summon Monster VII</p><div class="statblock">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (summoning); <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 7, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 7, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 7, <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> 5, <a href="https://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained">unchained summoner</a> 6, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 7; <b>Bloodline</b> <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/aquatic-bloodline">aquatic</a> 7; <b>Elemental School</b> <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/air">air</a> 7, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/earth">earth</a> 7, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/fire">fire</a> 7, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/water">water</a> 7</p>
</div><p>This spell functions like <i>summon monster I</i>, except that you can summon one creature from the <a href="#7th-level">7th-level list</a>, 1d3 creatures of the same kind from the <a href="#6th-level">6th-level list</a>, or 1d4+1 creatures of the same kind from a lower-level list.</p><p class="title"><a name="TOC-Summon-Monster-VIII"></a>Summon Monster VIII</p><div class="statblock">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (summoning); <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 8, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 8, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 8, <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> 6, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 8; <strong>Bloodline</strong> <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/elemental-bloodline/">elemental</a> 8; <b>Elemental School</b> <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/air">air</a> 8, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/earth">earth</a> 8, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/fire">fire</a> 8, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/water">water</a> 8</p>
</div><p>This spell functions like <i>summon monster I</i>, except that you can summon one creature from the <a href="#8th-level">8th-level list</a>, 1d3 creatures of the same kind from the <a href="#7th-level">7th-level list</a>, or 1d4+1 creatures of the same kind from a lower-level list.</p><p class="title"><a name="TOC-Summon-Monster-IX"></a>Summon Monster IX</p><div class="statblock">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (summoning); <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 9, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 9, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 9, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 9; <b>Domain</b> <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/chaos-domain">chaos</a> 9, <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/evil-domain">evil</a> 9, <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/good-domain">good</a> 9, <a href="https://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo-domains/law-domain">law</a> 9; <b>Bloodline</b> <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/abyssal-bloodline">abyssal</a> 9</p>
</div><p>This spell functions like <i>summon monster I</i>, except that you can summon one creature from the <a href="#9th-level">9th-level list</a>, 1d3 creatures of the same kind from the <a href="#8th-level">8th-level list</a>, or 1d4+1 creatures of the same kind from a lower-level list.</p><h3><span id="Alternative_Summoning_Options"><a name="TOC-Alternative-Summoning-Options"></a>Alternative Summoning Options</span></h3><p>Many adventure paths include custom summoning options for characters who follow certain gods, or must meet other special requirements (such as only being available to members of certain races).</p><p>Like any other optional rules, players should always consult their GM to see if they are approved for use. The <b>Source</b> column indicates which Adventure Path or specific book included that creature as an alternative summoning option.</p><h3><span id="Applicable_Feats"><a name="TOC-Applicable-Feats"></a>Applicable Feats</span></h3><p>There are a few feats which have special effects on the summon monster spells.</p><ul>
<li>If the caster is good-aligned he may choose the <a href="https://www.d20pfsrd.com/feats/general-feats/summon-good-monster">Summon Good Monster feat</a>.</li>
<li>If the caster is neutral-aligned he may choose the <a href="https://www.d20pfsrd.com/feats/general-feats/summon-neutral-monster">Summon Neutral Monster feat</a>.</li>
<li>If the caster is evil-aligned he may choose the <a href="https://www.d20pfsrd.com/feats/general-feats/summon-evil-monster">Summon Evil Monster feat</a>.</li>
</ul><p>These feats include custom summoning lists and are fully detailed in the <a href="https://www.d20pfsrd.com/feats/general-feats/all-general-feats/">feats</a> section of this site.</p>


name: Summon Nature’s Ally
level: druid 1, ranger 1, shaman 1
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.</p><p>A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a>).</p><p>The spell conjures one of the creatures from the 1st Level list on <b>Table: Nature’s Ally</b>. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.</p><p>When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell’s type match your alignment.</p>


name: Summon Ship
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, F (a miniature ship; see text)
range: close (25 ft. + 5 ft./2 levels)
effect: One conjured ship
duration: 1 day/level
saving_throw: none
spell_resistance: no
level:
arcanist 4, bard 4, cleric 4, occultist 3, oracle 4, psychic 4, skald 4, sorcerer 4, summoner 3, unchained summoner 3, warpriest 4, wizard 4

description:
<p>When you cast this spell, you must hold out a miniature model of the ship you intend to create. The spell assembles a ship from raw materials conjured from other planes, taking a shape similar to the miniature ship in your hand. The miniature ship must be elaborately carved and worth 10% of the price of the type of ship it represents. The ship comes with all equipment necessary for sailing or rowing the ship but provides no crew or cargo. If you attempt to conjure the ship into a location where there isn’t a sufficient amount of water to keep the ship afloat, the spell fails. The ship displaces all water and Medium or smaller <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> within its space when it appears, but the location must be otherwise unoccupied at the time of casting the spell. You can cast this spell again to extend the duration of the conjured ship, replacing the remaining duration with the new spell’s duration. When the spell’s duration ends or the spell is dismissed, the ship instantly stops moving and then falls apart over the course of a minute.</p><p>The largest type of ship that you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> depends on your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, as indicated by the table below.</p><table border="1" cellpadding="5" data-ognbot="1">
<thead>
<tr>
<th class="text">Caster Level</th>
<th class="text">Ship Type</th>
<th class="text">Focus Cost</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">7th</td>
<td class="text"><a href="https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/keelboat/">Keelboat</a></td>
<td class="number">300 gp</td>
</tr>
<tr>
<td class="number">11th</td>
<td class="text"><a href="https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/longship/">Longship</a> or <a href="https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/sailing-ship/">sailing ship</a></td>
<td class="number">1,000 gp</td>
</tr>
<tr>
<td class="number">13th</td>
<td class="text"><a href="https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/junk/">Junk</a></td>
<td class="number">1,500 gp</td>
</tr>
<tr>
<td class="number">15th</td>
<td class="text"><a href="https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/warship/">Warship</a></td>
<td class="number">2,500 gp</td>
</tr>
<tr>
<td class="number">17th</td>
<td class="text"><a href="https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/galley/">Galley</a></td>
<td class="number">3,000 gp</td>
</tr>
</tbody>
</table>


name: Summon Stampede
level: cleric/oracle 6, druid 6, summoner 4
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M (piece of fur from a herd animal )
range: medium (100 ft. + 10 ft./level)
effect: 20-ft.-radius herd of animals
duration: 1 round/level
saving_throw: Reflex halves (see text)
spell_resistance: no
description:
<p>You conjure a herd of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/aurochs">aurochs</a> or similar <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals">herd animal</a> that immediately stampedes in the direction you indicate. The herd takes up a 20-foot-radius space and moves at a rate of 120 feet per round in a straight line. Any creatures caught in the herd’s path take 4d6+9 points of damage that round as they are trampled beneath dozens of animals’ hooves. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves this damage.</p><p>If the stampede’s path would put it in an obviously dangerous area (such as over a cliff or through a fire) or force it to move through a solid barrier, the herd stops at the obstacle and moves in a new randomly determined direction until it reaches another obstacle or the spell’s duration ends.</p>


name: Summon Swarm
level: bard 2, druid 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M/DF (a square of red cloth)
range: close (25 ft. + 5 ft./2 levels)
effect: one swarm of bats , rats , or spiders
duration: concentration + 2 rounds
saving_throw: none
spell_resistance: no
description:
<p>You summon a swarm of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat-swarm">bats</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/rat/rat-swarm">rats</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/spider-swarm">spiders</a> (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.</p>


name: Summon Thanadaemon
level: cleric 9, sorcerer/wizard 9, witch 9
school: conjuration (summoning) [evil]
components: V, S, F (two silver coins)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a>, except it summons a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons/thanadaemon">thanadaemon</a>. You can only use this spell in an area with enough open water to accommodate the daemon’s skiff, or when on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Astral-Plane">Astral Plane</a> or <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>.</p>


name: Summon Totem Creature
level: cleric 3, druid 3, ranger 3, sorcerer/wizard 3, summoner 3
school: conjuration (summoning)
casting_time: 10 minutes
components: V, S, M/DF (a piece of bone from any one of your totem animals)
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned creature
duration: 1 hour (D)
saving_throw: none
spell_resistance: no
description:
<p>Some people revere more than the deities of distant planes, but also the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> and natural forces of the rugged lands they call home. These spellcasters have learned ways to call upon the might of their totem creatures in times of need. </p><p>Characters with access to this spell can only <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> creatures revered by the clan they are a part of, as noted on the following lists. Except as noted above, this spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally">summon nature’s ally III</a>.</p><div style="margin-left:40px">
<p><b>Moon Clan</b>: <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air/small-air-elemental">small air elemental</a>, 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat">bats</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul-wolf-1" rel="nofollow">wolf</a>, 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/owl">owls</a>.</p>
<p><b>Axe Clan</b>: 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/eagle">eagles</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth/small-earth-elemental">small earth elemental</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water/small-water-elemental">small water elemental</a>.</p>
<p><b>Hawk Clan</b>: <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air/small-air-elemental">small air elemental</a>, 1d3+1 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/hawk">hawks</a> (familiars), <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/horse">horse</a>.</p>
<p><b>Spire Clan</b>: <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air/small-air-elemental">small air elemental</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth/small-earth-elemental">small earth elemental</a>, 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/eagle">eagles</a>.</p>
<p><b>Sun Clan</b>: 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/beetle/beetle-fire">fire beetles</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire/small-fire-elemental">small fire elemental</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/horse">horse</a>.</p>
<p><b>Skull Clan</b>: 1d3+1 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/eagle">eagles</a> (vultures), 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/beetle/beetle-fire">fire beetles</a>, 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede/centipede-giant">giant centipedes</a>.</p>
<p><b>Wind Clan</b>: <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air/small-air-elemental">small air elemental</a>, 1d3 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/eagle">eagles</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth/small-earth-elemental">small earth elemental</a>.</p>
<div class="section15">
<p> Section 15: Copyright Notice
  </p></div>
<p style="padding:10px;font-size:12px;font-style:italic"> <a href="http://amzn.to/2sDZTgb" rel="nofollow" target="_blank">Pathfinder Player Companion: Humans of Golarion</a>. © 2011, Paizo Publishing, LLC; Authors: James Jacobs, Colin McComb, Sean K Reynolds, Amber Scott, and Larry Wilhelm. </p>
</div>


name: Summon Vanth
level: cleric/oracle 6, sorcerer/wizard 6, summoner 5, witch 6
school: conjuration (summoning)
casting_time: 1 round
components: V, S, F/DF (a vulture skull funerary mask)
range: close (25 ft. + 5 ft./2 levels)
effect: one summoned vanth psychopomp
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster</a>, except that it summons a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-vanth">vanth</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Psychopomp">psychopomp</a>.</p>


name: Summoner Conduit
level: cleric 4, sorcerer/wizard 5, summoner/unchained summoner 4, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (two flies)
range: close (25 ft. + 5 ft./2 levels)
target: one summoned creature or eidolon
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You exploit the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, mystic connection between the target creature and its <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> to harm that <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a>. Whenever the target’s summoned creature is the target of a spell that deals damage, the target’s <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> is also considered to be a target of that spell. Such a <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> gains his normal defenses against the spell, such as a saving throw and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, and cannot be affected if he is on another plane of existence.</p>


name: Sun Metal
level: cleric/oracle 1, paladin 1, ranger 1
school: transmutation [fire]
casting_time: 1 standard action
components: V, S
range: touch
target: one melee weapon
duration: 1 round/level (see text)
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Flaming">flaming</a> or <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Flaming-Burst">flaming burst</a> weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Frost">frost</a> or <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Icy-Burst">icy burst</a> weapon special ability or any other effect that grants a weapon extra cold damage.</p>


name: Sunbeam
level: druid 7, shaman 7
school: evocation [light]
casting_time: 1 standard action
components: V, S, DF
range: 60 ft.
area: line from your hand
duration: 1 round/level or until all beams are exhausted*
saving_throw: Reflex negates and Reflex half; see text
spell_resistance: yes
description:
<p>For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.</p><p>Each creature in the beam is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> (permanently*) and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save negates the blindness and reduces the damage by half.</p><p>An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.</p><p>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.</p><div class="ed-note-outer">
<p class="ed-note-header">FAQ</p>
<div class="ed-note-txt">
<p>The blindness caused by this spell does not have a duration listed, but it has been confirmed by the publisher that it should cause permanent blindness.</p>
<p style="font-size: 12px">[<a href="http://paizo.com/threads/rzs2kxev?Sunbeam-is-blinded-condition-permanent#7">Source</a>]</p>
</div>
</div>


name: Sunburst
level: druid 8, shaman 8, sorcerer/wizard 8
school: evocation [light]
casting_time: 1 standard action
components: V, S, M/DF (sunstone and fire source)
range: long (400 ft. + 40 ft./level)
area: 80-ft.-radius burst
duration: instantaneous
saving_throw: Reflex partial; see text
spell_resistance: yes
description:
<p><i>Sunburst</i> causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save negates the blindness and reduces the damage by half.</p><p>An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save.</p><p>The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.</p><p><i>Sunburst</i> dispels any darkness spells of lower than 9th level within its area.</p>


name: Sunder Breaker
level: magus 1, psychic 1, sorcerer/wizard 1
school: abjuration [force]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level (D) or until discharged
saving_throw: Will negates (harmless) and see text
spell_resistance: yes (harmless) and see text
description:
<p>You place an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> ward upon the target. The next time a creature succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sunder</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> against the target, the attacker’s weapon takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6). If the attacker used a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapon</a> for the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sunder</a>, the attacker takes half this damage. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">Spell resistance</a> applies to this damage. The attacker can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save to halve this damage.</p><p>The ward on the target counts as a magical <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a> and can be detected and disabled as such.</p>


name: Sundered Serpent Coil
level: magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a snake scale)
range: medium (100 ft. + 10 ft./level)
area: one 5-foot square
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/black-tentacles">black tentacles</a>, except it creates a Large decapitated snake, which erupts from the ground and grapples a creature you specify within its 5-foot reach. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can command the snake to release its <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> target and direct it to attack a different creature.</p>


name: Sundering Shards
level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V
range: touch
target: melee weapon touched
duration: 1 hour/level or until discharged
saving_throw: Reflex negates (see text)
spell_resistance: yes
description:
<p>You channel power into a melee weapon. If the weapon’s wielder destroys an item with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sunder</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>, she can release the extra power in the weapon, shattering the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sundered</a> item into jagged shards that deal 1d6 points of piercing and slashing damage to the creature that was wearing, carrying, or wielding the now-shattered item. Any creature (other than the wielder of the weapon targeted by this spell) adjacent to that creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw or take 1d6 points of piercing and slashing damage from flying shards. The shards also count as whatever special materials the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sundered</a> item was made of (for example, the shards from a shattered <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> weapon are <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a>). Once the weapon’s extra power is unleashed, the spell is discharged.</p>


name: Sunstalker
level: bard 3, ranger 3, sorcerer/wizard 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M/DF
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>A touched creature becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility">invisibility</a>) as long as it is in direct sunlight (or bright light shed by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daylight">daylight</a> spell). If an action the target creature takes causes the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creature to become visible but does not end the sunstalker spell’s duration, the creature can use this spell’s magic to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> again as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> as long as it stands in an area of sunlight (as defined above). The creature gains only <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (20% miss chance) in normal light.</p>


name: Sun’s Disdain
level: bloodrager 2, cleric 2, inquisitor 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a piece of glass)/DF
range: touch
target: creature touched
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p class="desciption">You alter a creature so the touch of the sun is hostile to it.</p><p>The cursed creature gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Blindness-Ex-">light blindness</a> and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round if exposed to bright light, such as sunlight or the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daylight">daylight</a> spell. The cursed creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> as long as it remains in areas of bright light, and it is treated as being particularly susceptible to sunlight for the purposes of resolving spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/searing-light">searing light</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sunbeam">sunbeam</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sunburst">sunburst</a>.</p><div class="statblock">
<p class="title">Sun’s Disdain, Mass</p>
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a> [curse]; <b>Level</b> <a href="https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager">bloodrager</a> 5, <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> 5, <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitor</a> 5, <a href="https://www.d20pfsrd.com/classes/hybrid-classes/shaman">shaman</a> 5, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 5, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 5</p>
<p class="divider">EFFECT</p>
<p><b>Range</b> long (400 ft. + 40 ft./level)<br/> <b>Targets</b> one creature/level, no two of which can be more than 30 ft. apart<br/> <b>Duration</b> permanent<br/> <b>Saving Throw</b> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates; <b>Spell Resistance</b> yes</p>
<p class="divider">DESCRIPTION</p>
<p>This spell functions like <em>sun’s disdain</em>, except that it can affect multiple creatures.</p>
<div class="section15">
<p>   Section 15: Copyright Notice 
   </p></div>
<div>
<p><a href="http://amzn.to/2qOD4qG" target="_blank">Pathfinder Roleplaying Game Adventurer’s Guide</a> © 2017, Paizo Inc.; Authors: Benjamin Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and Josh Vogt.</p>
</div>
</div>


name: Suppress Charms and Compulsions
level: bard 2, cleric 2, mesmerist 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes or concentration (up to 1 round/level); see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
target:
one creature plus one additional creature per 4 levels, no two of which can be more than 30 ft. apart

description:
<p class="desciption">You bolster the subject’s sense of willpower and self-worth when you cast this spell.</p><p>As you cast it, you must decide if you want to grant a bonus to saving throws against charms and compulsions or suppress charms and compulsions.</p><p>If you grant a bonus to saving throws, you grant all affected creatures a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on saving throws against <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Charm-and-Compulsion">charm and compulsion</a> effects for 10 minutes.</p><p>If instead you suppress charms and compulsions, the spell’s duration drops to <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>, to a maximum duration of 1 round per level. As long as you continue to concentrate, the spell suppresses all existing <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Charm-and-Compulsion">charm and compulsion</a> effects affecting the targets, regardless of whether the effect is beneficial or harmful. New <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> effects that successfully target such a protected creature are automatically suppressed as long as you continue concentrating. If you cease concentrating, the spell effect immediately ends, and remaining <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> effects resume for the rest of their remaining durations as normal.</p>


name: Suppress Primal Magic
level: cleric 4, sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (a pinch of sand)
range: 10 ft.
area: 10-ft.-radius emanation centered on you
duration: 1 round/level
description:
<p>Primal magic events cannot be triggered within the area of effect of this spell.</p><p>The emanation grants a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on all saving throws against effects generated by primal magic outside of the spell’s effect that expand into the area.</p><p>Unfortunately, suppressed primal magic tends to build up around the emanation created by this spell. When suppress primal magic’s duration ends (or when the spell is dispelled), a primal magic event is immediately triggered at the center of the emanation if that point is still in an area where primal magic is active. The CR of this event is equal to the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the recently ended suppress primal magic spell. The original caster of the suppress primal magic spell can attempt to negate this triggered primal magic event by making a DC 20 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save—most spellcasters instead relocate to an area not affected by primal magic if they can so that they can end the spell’s effect safely.</p>


name: Suppressing Stone
level: occultist 3, sorcerer/wizard 4
school: evocation
casting_time: 1 standard action
components: V, S, F (one ioun stone worth at least 1,000 gp)
range: personal
target: you
duration: 10 minutes/level or until discharged (D)
description:
<p>You infuse arcane power into the focus <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones">ioun stone</a>, which must be currently floating around your head. If the <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones">ioun stone</a> ever ceases floating around you, the spell ends immediately, and the spell fails if the <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones">ioun stone</a> in question is cracked, burned, flawed, or otherwise of lesser value (such as a <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/dull-gray-stone-ioun-stone">dull gray stone stone</a>). While the spell is active, you gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saving throws against <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects for every 4 caster levels (maximum +5 at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 20). Whenever you fail a saving throw against a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> spell or effect, you can burn out the focus, transforming it irrevocably into a <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/ioun-stones/dull-gray-stone-ioun-stone">dull gray stone stone</a> and ending this spell, but suppressing the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effect for 1 round per 2,500 gp of value of the focus (minimum 1 round). Rounds during which the effect is suppressed still count against its duration, and the effect can still be dispelled or disrupted during this time.</p>


name: Sure Casting
level: bard 1, cleric 1, inquisitor 1, sorcerer/ wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, F (a square of cloth and a needle)
range: personal
target: you
duration: 1 round (see text)
description:
<p>You gain temporary insight into your enemies’ magical defenses. When you next cast a spell before the end of the next round, treat your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as 5 higher than normal for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>. This bonus doesn’t increase any other effects that depend on <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, such as the spell’s damage or range, and affects only the first spell cast after sure casting.</p>


name: Surefoot Boots
level: druid 2, occultist 2, ranger 2, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, F (footwear)
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You touch your boots, shoes, or other footwear and imbue them with the ability to find purchase on even the most treacherous ground. While the spell is in effect, the footwear’s wearer treats any <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> skill check to balance as though the wearer had rolled a 20.</p>


name: Surface Excursion
school: conjuration (teleportation)
casting_time: 3 rounds
components: V, S, M (a handful of soil that has been in the sun for at least 6 hours)
range: touch
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: no
level:
arcanist 5, magus 5, occultist 4, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 4, summoner 4, summoner (unchained) 4, witch 5

description:
<p class="description">You instantly transport yourself and touched allies onto the nearest sky-facing surface directly above you. The destination surface may be solid ground or the surface of a body of water (or other liquid), depending on your position. If reaching the surface would require crossing planar boundaries or no sky-facing surface exists directly above your position, the spell fails and has no effect.</p><p>When the spell is cast, a magical beacon appears at both your departure and arrival points, suspended 3 feet in the air. These beacons are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> to everyone but you and those allies touched when the spell was cast. You and every creature originally targeted by the spell can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> the beacon at your arrival point to <a href="https://www.d20pfsrd.com/magic/all-spells/t/teleport" style="font-style: italic">teleport</a> back to your original departure point. Each creature that chooses to return in this manner is transported to a free space adjacent to the beacon at your original departure point. If the area around the departure beacon is occupied by a solid body (for instance, rubble from a cave-in), then you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a solid surface within 100 feet of the beacon. If there is no free space within 100 feet, the spell effect ends with no return transportation.</p>


name: Surmount Affliction
level: cleric/oracle 2, inquisitor 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: you
target: personal
duration: 1 round/level
description:
<p>You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition’s effect for the duration of the spell. You can surmount any one of the following conditions: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>.</p>


name: Suspend Drowning
level: bard 1, cleric 1, druid 1, ranger 1
school: transmutation
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The affected creatures immediately—though temporarily—stop drowning and cannot suffocate or drown while this spell is in effect. A target that had been reduced to below 1 hit point from drowning immediately returns to 1 hit point. The magic of this spell allows the targets to breathe, drink, and talk normally for the duration of the spell, but targets cannot inhale to increase the amount of air remaining in their lungs. When the spell effect ends, the target resumes drowning unless it is in an environment that allows it to breathe normally (such as an air-breathing creature <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/returning-weapon">returning</a> to the surface) or has obtained a method of breathing normally (such as by consuming a <a href="https://www.d20pfsrd.com/magic-items/potions" style="font-style: italic">potion of</a> <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/water-breathing">water breathing</a>).</p>


name: Swallow Poison
level: alchemist 5, druid 5, shaman 5, witch 5
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 hour/level or until discharged
description:
<p>A special gland grows on the inside of your throat, which absorbs any poisons that you ingest, and can be used to expel them in a toxic spray. Any time you consume ingested <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> during the spell’s duration, you can roll a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison’s</a> save DC in order to harmlessly absorb the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, ignoring its effects. The spell can absorb up to 1 dose of poison per 3 caster levels, after which the gland is unable to process any more poison, and any further doses of ingested <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> affect you normally.</p><p>You store each dose of absorbed <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> within the gland, and you can end the spell to spray one dose of absorbed <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> out of your mouth as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. This sprays the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> in a 15-foot cone. Each creature in the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save (at swallow poison’s DC) or be exposed to the sprayed poison, which is treated as though it were a contact poison for this purpose. Everything about the poison other than its type, including its frequency, effect, and saving throw DC, are unaffected by this spell. Any other doses of <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> you had absorbed instantly become inert when you end the spell. If the spell’s duration ends without you spraying a poison, all poisons you had absorbed become inert.</p>


name: Swallow Your Fear
level: bard 1, cleric/oracle 1
school: enchantment
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You make the affected subjects ready for battle despite their fear. If a target is suffering from a fear effect of any kind, he gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.</p><p>If the subject is frightened, he remains in place and gains the confused condition for the remainder of the fear effect, except he treats all results of “attack self ” as “do nothing” and treats “attack nearest creature” as “act normally.” If the subject is panicked, he remains in place and gains the confused condition for the duration of the fear effect.</p>


name: Swarm Skin
level: druid 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a crushed insect hive)
range: personal
duration: see text
description:
<p>You convert all of your soft tissue into swarms of insects or other creatures and send them off to do your bidding, leaving nothing but your bones and gear behind. These swarms have all their normal qualities and abilities but also bear a tiny portion of your consciousness that allows you to perceive what they do and to control their actions. While in this form, you cannot use any of your own abilities or take any actions other than controlling the swarms.</p><p>Each time you cast this spell you get a total allotment of levels equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> you choose to create costs one or more of those levels. You can “spend” your allotment of levels to create any combination of swarms so long as their total does not exceed your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Number of Levels</th>
<th class="text">Swarm Type(s)</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">2 caster levels</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/spider/spider-swarm">Spider swarm</a></td>
</tr>
<tr>
<td class="text">4 caster levels</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/rat/rat-swarm">Rat swarm</a></td>
</tr>
<tr>
<td class="text">6 caster levels</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/crab/crab-swarm">Crab swarm</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/bees-and-wasps/wasp/wasp-swarm">wasp swarm</a></td>
</tr>
<tr>
<td class="text">8 caster levels</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede/centipede-swarm">Centipede swarm</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/leech/leech-swarm">leech swarm</a></td>
</tr>
<tr>
<td class="text">10 caster levels</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/ant/army-ant-swarm">Army ant swarm</a></td>
</tr>
</tbody>
</table><p>Once you create these swarms they remain in existence until destroyed or you order them to return to your body. When all swarms have returned to your body or are destroyed, your flesh wraps itself back around your bones and you regain the ability to act normally. If your bones are not where you left them you must first locate them in order to regain access to your body. You always know if your bones are destroyed and your consciousness remains in control of the swarms until they too are destroyed (and your die). If you can use the swarms to get help and arrange for someone to repair your bones (using anything that would normally restore you to life), at which point you can return the swarms to your body.</p>


name: Swarm of Fangs
level: druid 3, psychic 3, sorcerer/ wizard 3, summoner 3, witch 3
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M (a lizard’s tooth)
range: close (25 ft. + 5 ft./2 levels)
effect: one swarm of animate teeth
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> consisting of thousands of animate, flying teeth in a 10-foot-by-10-foot cube. These fangs attack all creatures within the swarm’s area. You can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> so that it shares an area with other creatures, and you can move the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> up to 40 feet each round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. If you choose not to move the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a>, it automatically moves up to 40 feet to envelop the nearest creature (including you) if it has not already done so.</p><p>Creatures caught inside the swarm’s area of effect take 2d6 points of damage. The fangs deal damage to all creatures sharing their area when they first appear, and at the end of their movement each round.</p>


name: Sweat Poison
level: alchemist 2, druid 3, inquisitor 3, ranger 2
school: necromancy (poison)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>Glands along your neck, back, or wrists swell and exude a viscous injury <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> (save <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> DC 14; frequency 1/round for 4 rounds; effect 1d2 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Str</a>; cure 1 save). You are not immune to this <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, and unless you have the poison use class feature or a similar ability, you are at risk of poisoning yourself. You can apply this poison to a weapon as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, and each dose you apply reduces the remaining duration of this spell by 1 minute. If doing so would reduce the remaining duration to 0 minutes or less, the spell ends, and any applied poisons retain their potency only until the end of your turn.</p><p>When you apply the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, you can choose to reduce the spell’s remaining duration by 2 or more additional minutes (maximum = your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) in order to enhance that dose of <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>. For every 2 minutes of duration expended, the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison’s</a> save DC increases by 1, the number of rounds it lasts increases by 1/2 (round down), and the number of saves required to cure it increases by 1/4 (round down). If you have the toxic skin alternate racial trait, you can expend one daily use as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> to enhance this spell’s <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison’s</a> damage to 1d3 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and its starting save DC to 15.</p>


name: Swift Girding
level: magus 1, paladin 1, sorcerer/ wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (the armor to be worn)
range: close (25 feet + 5 feet/level)
target: one willing creature/level
duration: instantaneous
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>With a sweep of your hand, you select a number of targets and the same number of suits of armor.</p><p>The targets of this spell are immediately clad in the armor that you choose. The subjects of the spell must be capable of wearing the chosen armor, cannot be wearing other armor, and must be able to properly fit into the chosen armor.</p><p>The chosen armor must be empty and cannot be currently worn by another creature (thus you cannot move armor from one wearer to another with this spell). Creatures armored with this spell are considered to have donned the armor properly.</p>


name: Swipe
level: bard 2, sorcerer/wizard 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one held item
duration: instant
saving_throw: none
spell_resistance: no
description:
<p>By flicking a finger in the appropriate direction and proclaiming ownership, you attempt to magically wrest an item from the target’s grip and summon it to your hand. To claim an object held by an opponent, you must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> check—this check has a bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (whichever is highest). If you fail this check, the target retains the item and the spell fails. If you succeed, the item teleports into one of your free hands or comes to rest at your feet.</p>


name: Sword to Snake
level: cleric 4, druid 4, shaman 4, sorcerer/wizard 4, summoner 4
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M/DF (a hair from a spider )
range: close (25 ft. + 5 ft./2 levels)
target: one Medium or smaller item
duration: 1 round/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>When you make an undulating gesture using your hand, the target item changes slightly in shape and appearance to resemble a cross between its original form and that of a venomous <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>.</p><p>For example, a staff might change to resemble a snake, a shield might change to resemble an enormous venomous beetle, or the hilt of a sword might change to resemble a scorpion’s tail.</p><ul>
<li>If this spell is cast on a <b>held item</b>, the wielder adds his <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save bonus to the saving throw. You must be able to see the item to cast this spell on it. The item retains all its properties, but whenever a creature picks up, attacks with, activates, or otherwise manipulates the item (with the exception of dropping the item) after this spell is cast, it animates and bites the creature. The attack is resolved before the action that triggered it. This spell otherwise does not affect the creature’s ability to use the item. </li>
<li>If the item is a <b>non-magical weapon</b>, it 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/magic#TOC-Caster-Level">caster level</a> plus your spellcasting ability score modifier, and its attack deals 1d4 points of piercing damage.</li>
<li>If the target item is a <b>magic weapon</b>, it retains any magical qualities, and its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> is still added to both the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> and the damage roll.</li>
</ul><p>A creature that takes damage from the bite is affected as if by a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-venomous">venomous snake</a>‘s poison (frequency 1/round for 6 rounds; effect 1d2 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Con</a>; cure 1 save). The poison’s save DC is equal to this spell’s DC.</p>


name: Sylvan Hideaway
level: druid 3, ranger 3, shaman 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (one pound of unworked stone or wood)
range: touch
target: one 5-foot square of touched earth
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p>When this spell is cast on a  <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Natural-Armor-">natural</a>, unworked surface, it creates an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> underground space large enough to comfortably hold two creatures of any size per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 12). The room is sealed by a 5-foot-square camouflaged <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps">trap</a> door that can be locked from within. (This <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps">trap</a> door has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 10 and 20 <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>; the <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC to see the hidden <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps">trap</a> door equals the spell’s save DC.) The door and room are made of the same material of the material component used to cast the spell. You can choose the shape and configuration of the room when you create it; however, any furnishings (tables, beds, etc.) in the room are made of the same material as the room and cannot be moved once created. When the spell ends, anything inside the space is ejected to the surface in the nearest available square.</p>


name: Symbol of Death
level: cleric/oracle 8, sorcerer/wizard 8, witch 8
school: necromancy [death]
casting_time: 10 minutes
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth 5,000 gp each)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>This spell allows you to scribe a potent rune of power upon a surface. When triggered, a <i>symbol of death</i> kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The <i>symbol of death</i> affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points’ worth of creatures, whichever comes first. A creature that enters the area while the <i>symbol of death</i> is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.</p><p>Until it is triggered, the <i>symbol of death</i> is inactive (though visible and legible at a distance of 60 feet). To be effective, a <i>symbol of death</i> must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the <i>symbol of death</i> ineffective, unless a creature removes the covering, in which case the <i>symbol of death</i> works normally.</p><p>As a default, a <i>symbol of death</i> is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a <i>symbol of death’s</i> triggering conditions cannot be changed.</p><p>In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a <i>symbol of death</i> to render it inoperative triggers it if the symbol reacts to touch. You can’t use a <i>symbol of death</i> offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the <i>symbol of death</i> is used to touch a creature. Likewise, a <i>symbol of death</i> cannot be placed on a weapon and set to activate when the weapon strikes a foe.</p><p>You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a <i>symbol of death</i> can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don’t qualify.</p><p>When scribing a <i>symbol of death</i>, you can specify a password or phrase that prevents a creature using it from triggering the symbol’s effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.</p><p>You also can attune any number of creatures to the <i>symbol of death</i>, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a <i>symbol of death</i> cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own <i>symbols of death</i>, and thus always ignore the effects and cannot inadvertently trigger them.</p><p>Read magic allows you to identify a symbol with a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check (DC 10 + the symbol’s spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.</p><p>A <i>symbol of death</i> can be removed by a successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> targeted solely on the rune. An <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/erase">erase</a> spell has no effect on a <i>symbol of death</i>. Destruction of the surface where a <i>symbol of death</i> is inscribed destroys the symbol but also triggers it.</p>


name: Symbol of Debauchery
level: bard 6, cleric/oracle 8, sorcerer/wizard 8, witch 8
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 10 minutes
components: V, S, M (a set of bull genitals and powdered ruby worth 5,000 gp)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>You conjure a sizable symbol into being, a rune suggestive of bloated bodies, flung food, and flowing wine. This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death/" style="font-style: italic">symbol of death</a>, except that all creatures within 60 feet of the symbol of debauchery are instead filled with lust for the nearest conscious creature. This effect lasts for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, even after creatures leave the symbol’s area of effect. Affected creatures are compelled to rush to the nearest creature in order to caress and kiss it, and may take no other actions. Each creature receives a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save when the symbol of debauchery is triggered to negate the effect. If no other creatures are visible, an affected creature may act normally.</p>


name: Symbol of Dispelling
level: cleric/oracle 8, shaman 8, sorcerer/wizard 8, witch 8
school: abjuration
casting_time: 10 minutes
components: V, S, M (pure grain alcohol and powdered diamond worth 5,000 gp)
range: 0 ft.; see text
effect: one symbol
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except that all creatures within 40 feet of the <i>symbol of dispelling</i> are instead affected as if by the area dispel function of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">greater dispel magic</a>. Attempt a dispel check when casting <i>symbol of dispelling</i>. Once the symbol is triggered, apply the result of that check to each creature in the area, as well as each object that is the target of one or more spells. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, <i>symbol of dispelling</i> grants no saving throws, and it is not subject to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>.</p>


name: Symbol of Distraction
level: bard 6, cleric 6, mesmerist 6, occultist 4, psychic 6, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
range: 0 feet; see text
effect: one symbol
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except that all creatures within the radius of a symbol of distraction instead become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> by the symbol for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, symbol of distraction has no hit point limit; once triggered, a symbol of distraction simply remains active for a duration of 10 minutes × your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>All <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> creatures move toward the symbol of distraction, trying to remain within the symbol’s area of effect. If the symbol leads affected creatures into a dangerous area, each <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> creature can attempt an additional <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw, with success indicating it is no longer <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a>. If a creature’s view of the symbol is completely blocked, it is immediately freed of the symbol’s effect.</p>


name: Symbol of Exsanguination
level: bloodrager 2, cleric 3, occultist 2, sorcerer/wizard 3, witch 3
school: necromancy [evil]
casting_time: 10 minutes
components: V, S, M (powdered garnet and bloodstone worth a total of 500 gp)
range: 0 ft.; see text Effect one symbol
duration: 10 minutes/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except that each creature within the radius of <i>symbol of exsanguination</i> begins to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> uncontrollably and violently from their eyes, ears, nose, and mouth, as well as any existing open wounds. Creatures that failed their saving throws immediately take 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> as long as they continue to take <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage from the symbol.</p><p>While a DC 15 <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check or magical <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> can end the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage as normal, the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> condition begin again each round so long as the creature begins its turn still within 60 feet of the symbol, including if the creature leaves the area and returns. Creatures that succeed at their saving throw suffer no ill effects from the symbol, even if they leave its area and return.</p><p>Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, <i>symbol of exsanguination</i> has no hit point limit on the creatures it can affect. Once triggered, a <i>symbol of exsanguination</i> remains active for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Magic traps such as <i>symbol of exsanguination</i> are hard to detect and disable.</p><p>While any character can use <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> to find a symbol, only a character who has the <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding">trapfinding</a> class feature can use <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> it.</p><p>The DC in each case is equal to 25 + spell level, or 28 (27 for a <a href="https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager">bloodrager</a>) for <i>symbol of exsanguination</i>.</p>


name: Symbol of Fear
level: cleric/oracle 6, sorcerer/wizard 6, witch 6
school: necromancy [emotion, fear, mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: Will negates
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, except that all creatures within 60 feet of the <i>symbol of fear</i> instead become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> for 1 round per caster level.</p>


name: Symbol of Healing
level: cleric/oracle 3, paladin 4, witch 4
school: conjuration (healing)
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 500 gp)
saving_throw: Will half (harmless) (see text)
spell_resistance: yes (harmless) (see text)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except all creatures within 60 feet of the <i>symbol of healing</i> instead are bathed in positive energy and heal 2d8 points + 1 point of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15). <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a> and other creatures harmed by positive energy instead take 2d8 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15); a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces this damage by half. A creature can only be healed or harmed by the symbol once in any 24-hour period. Once triggered, the symbol remains active for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p><i>Symbol of healing</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 10th level or higher for the cost of 10,000 gp.</p>


name: Symbol of Insanity
level: cleric/oracle 8, sorcerer/wizard 8, witch 8
school: enchantment (compulsion) [mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
saving_throw: Will negates
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, except that all creatures within the radius of the <i>symbol of insanity</i> instead become permanently insane (as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/insanity">insanity</a> spell).</p><p>Unlike <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, symbol of insanity has no hit point limit; once triggered, a <i>symbol of insanity</i> simply remains active for 10 minutes per caster level.</p>


name: Symbol of Laughter
school: enchantment (charm) [mind-affecting]
saving_throw: Will negates
spell_resistance: yes
level:
sorcerer/wizard 4, witch 4 Components V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp) Saving Throw Will negates

components:
V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp) Will negates yes

description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except that all creatures within 60 feet are affected with uncontrollable laughter (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/h/hideous-laughter">hideous laughter</a>) for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, symbol of laughter has no hit point limit; once it is triggered, a symbol of laughter remains active for 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Symbol of laughter can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 10th level or higher at a cost of 5,000 gp.</p>


name: Symbol of Mirroring
level: sorcerer/wizard 2, witch 2
school: illusion (figment)
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 100 gp)
duration: see text
saving_throw: Will partial (harmless)
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except it instead creates one illusory duplicate of each creature within 60 feet of the symbol. These duplicates function as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/m/mirror-image">mirror image</a>, moving with the original creatures and mimicking their movements, sounds, and actions exactly. If an illusory double is destroyed, a new one appears on the creature’s turn. The images last for as long as a creature remains within 60 feet of the symbol, and for 1 round/level thereafter. Once triggered, the symbol remains active for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p><i>Symbol of mirroring</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 10th level or higher for the cost of 5,000 gp.</p>


name: Symbol of Pain
level: cleric/oracle 5, sorcerer/wizard 5, witch 5
school: necromancy [evil, pain]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, except that each creature within the radius of a <i>symbol of pain</i> instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.</p><p>Unlike <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, <i>symbol of pain</i> has no hit point limit; once triggered, a <i>symbol of pain</i> simply remains active for 10 minutes per caster level.</p>


name: Symbol of Persuasion
level: cleric/oracle 6, sorcerer/wizard 6, witch 6
school: enchantment (charm) [mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
saving_throw: Will negates
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, except that all creatures within the radius of a <i>symbol of persuasion</i> instead become charmed by the caster (as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/charm-monster">charm monster</a> spell) for 1 hour per caster level.</p><p>Unlike <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, <i>symbol of persuasion</i> has no hit point limit; once triggered, a <i>symbol of persuasion</i> simply remains active for 10 minutes per caster level.</p>


name: Symbol of Revelation
level: cleric/oracle 4, sorcerer/wizard 4, witch 4
school: divination
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: none
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except it is only activated by <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creatures, creatures affected by an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> (glamer) effect, creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Shapechanger">shapechanger</a> subtype, or creatures that have magically changed their shape. These creatures are outlined by a pale light that functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/f/faerie-fire">faerie fire</a>, except it lasts for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>; the symbol does not otherwise reveal their true form. Once triggered, a symbol of revelation remains active for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p><i>Symbol of revelation</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 12th level or higher for the cost of 10,000 gp.</p>


name: Symbol of Scrying
level: cleric/oracle 5, sorcerer/wizard 5, witch 5
school: divination (scrying)
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except that, when triggered, it creates a scrying sensor linked to you and centered on the symbol, even if you are on a different plane than the symbol. You are immediately aware that the symbol has been triggered if you are conscious, and are awakened from normal sleep if sleeping. The symbol does not otherwise disturb your <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>. You may observe the area through the symbol as if using a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scrying">scrying</a> spell with the sensor as the target creature. Once triggered, the symbol remains active for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, a <i>symbol of scrying</i> is not considered a magical <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains">trap</a>. <i>Symbol of scrying</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 13th level or higher for the cost of 10,000 gp.</p>


name: Symbol of Sealing
level: cleric/oracle 6, sorcerer/wizard 6, witch 6
school: abjuration [force]
casting_time: 10 minutes
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 5,000 gp)
range: 0 ft.; see text
effect: one symbol
duration: permanent
saving_throw: none
spell_resistance: no
description:
<p>This spell allows you to scribe a potent rune of power upon or above a door or other opening measuring no more than 20 square feet/level in size. When the casting is completed, the symbol immediately triggers, glowing visibly and sealing the door or opening with an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> barrier of force equivalent to a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/w/wall-of-force">wall of force</a>. Destroying the symbol ends the effect, though destroying it once the symbol has been activated requires destroying the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/w/wall-of-force">wall of force</a> first. Once triggered, the wall remains for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>When scribing a <i>symbol of sealing</i>, you can specify a password or phrase that allows a creature speaking it to bypass the seal and pass through the opening. You can also attune any number of creatures to the <i>symbol of sealing</i>, but doing this extends the <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> as described under <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a> (Core Rulebook 355). However, the force wall created by the symbol blocks attacks and line of effect even for creatures that know the password or are attuned—the password only prevents them from triggering the symbol, not from ignoring its effects if triggered.</p><p>A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a> spell or similar effect can destroy the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/w/wall-of-force">wall of force</a> created by the symbol if the caster makes a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against a DC of 11 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/k/knock">knock</a> spell has no effect on a <i>symbol of sealing</i> or its force wall. A <i>symbol of sealing</i> cannot be dispelled, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/m/mage-s-disjunction"><i>mage’s disjunction</i></a> automatically destroys it.</p>


name: Symbol of Sleep
level: cleric/oracle 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: Will negates
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, except that all creatures of 10 HD or less within 60 feet of the <i>symbol of sleep</i> instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sleep">sleep</a></i> spell, sleeping creatures cannot be awakened by non-magical means before this time expires.</p><p>Unlike <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, <i>symbol of sleep</i> has no hit point limit; once triggered, a <i>symbol of sleep</i> simply remains active for 10 minutes per caster level.</p>


name: Symbol of Slowing
level: cleric/oracle 4, sorcerer/wizard 4, witch 4
school: transmutation
components: V, S, M (mercury and phosphorous, plus powdered diamond and opal worth a total of 1,000 gp)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except all creatures within 60 feet of a symbol of slowing are slowed (as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slow</a> spell) for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p><i>Symbol of slowing</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 11th level or higher for the cost of 10,000 gp.</p>


name: Symbol of Storms
school: evocation [air, electricity]
casting_time: 10 minutes
components: V, S, M (powdered copper and pumice worth a total of 1,500 gp)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Reflex half; see text
spell_resistance: yes
level:
arcanist 6, cleric 6, druid 6, hunter 3, oracle 6, ranger 3, sorcerer 6, warpriest 6, witch 6, wizard 6

description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except that when triggered, a 30-foot-radius centered on the symbol fills with hurricane-force winds (75 mph). Each round, a bolt of lightning that deals 10d6 points of electricity damage strikes a random creature within the area. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves this damage. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, symbol of storms has no hit point limit. Regardless of the trigger method or methods chosen, a creature more than 30 feet from a symbol of storms can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once triggered, a symbol of storms remains active for 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Symbol of Strife
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: enchantment (compulsion) [mind-affecting]
components: V, S, M (mercury and phosphorous, plus powdered diamond opal worth a total of 15,000 gp)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except all creatures within the radius of a <i>symbol of strife</i> are compelled to attack the nearest conscious creature for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (similar to the “attack nearest creature” result of the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/c/confusion">confusion</a> spell), even after leaving the symbol’s area of effect. If no other creatures are visible, an affected creature can act normally. Once triggered, the symbol remains active for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p><i>Symbol of strife</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 18th level or higher for the cost of 25,000 gp.</p>


name: Symbol of Striking
level: cleric 5, magus 5, sorcerer/wizard 5, witch 5
school: illusion (shadow)
casting_time: 10 minutes
components: V, S, M (a masterwork melee weapon costing at least 300 gp)
range: 0 ft.; see text
effect: one symbol
duration: see text
saving_throw: Will half, see text
spell_resistance: yes, see text
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except that using the material component, you scribe a symbol of striking so it fills a 5-foot square. Once triggered, the symbol of striking glows and lasts for 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or until it has made a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> equal to your level, whichever comes first. When triggered, the symbol threatens its area and the area around it as if it were a Medium creature wielding a magic version of the weapon you used as the material component. Using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + 1 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (<a href="https://www.d20pfsrd.com/classes/base-classes/magus">magus</a>, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a>, <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>) or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (<a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracle</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>) as its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a>, the symbol can make a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> each round equal to 1 + the same ability score modifier you used to determine its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a>. It gains a bonus on damage rolls equal to the same ability score modifier you used to determine its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a>. A shadowy version of you wielding the material component appears to make these attacks. The symbol attacks any non-attuned creature that provokes an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> from the symbol. However, when the symbol first attacks a creature, the symbol must overcome that creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> or be rendered unable to harm it. The symbol never again attacks such creatures. Further, when the symbol first attacks a creature, a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw allows the creature to see the shadow nature of the attacks and take half damage when such attacks hit.</p><p>Symbol of striking can be made permanent with a permanency spell by a caster of 13th level or higher for the cost of 10,000 gp.</p>


name: Symbol of Stunning
level: cleric/oracle 7, sorcerer/wizard 7, witch 7
school: enchantment (compulsion) [mind-affecting]
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
saving_throw: Will negates
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, except that all creatures within 60 feet of a <i>symbol of stunning</i> instead become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1d6 rounds.</p>


name: Symbol of Vulnerability
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: abjuration
components: V, S, M (mercury and phosphorous, plus powdered diamond opal worth a total of 15,000 gp)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a>, except it saps the defenses of all creatures within 60 feet. Affected creatures receive a –4 penalty to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> and a –4 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>, and energy resistances and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> (if any) are reduced by 10 each (to a minimum of 0). Once triggered, the symbol remains active for 10 minutes per level. The effects last as long as the creature is within 60 feet of the symbol, and for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> afterward.</p><p><i>Symbol of vulnerability</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 18h level or higher for the cost of 25,000 gp.</p>


name: Symbol of Weakness
level: cleric/oracle 7, sorcerer/wizard 7, witch 7
school: necromancy
components: V, S, M (mercury and phosphorus, plus powdered diamond and opal worth a total of 5,000 gp)
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, except that every creature within 60 feet of a <i>symbol of weakness</i> instead suffers crippling weakness that deals 3d6 points of <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-Ability-Score-Damage">damage</a>.</p><p>Unlike <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">symbol of death</a></i>, <i>symbol of weakness</i> has no hit point limit; once triggered, a <i>symbol of weakness</i> simply remains active for 10 minutes per caster level. A creature can only be affected by this symbol once.</p>


name: Sympathetic Aura
level: bard 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, F (a small square of silk that must be passed over the object that receives the aura)
range: touch
target: one touched object weighing up to 5 lbs./level
duration: 1 day/level (D)
saving_throw: none (see text)
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-aura">magic aura</a>, except it extends its altered aura to similar items in a 5-foot radius. For this purpose, similar items must be alike in approximate shape, composition, and function, so a <a href="https://www.d20pfsrd.com/magic-items/potions" style="font-style: italic">potion of</a> <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds">cure light wounds</a> targeted by this spell to appear non-magical would also obscure the auras of nearby <a href="https://www.d20pfsrd.com/magic-items/potions" style="font-style: italic">potions</a>, elixirs, and oils, as well as flasks. Items other than the targeted item retain their altered aura for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> after being removed from the spell’s area.</p>


name: Sympathetic Vibration
level: bard 6
school: evocation [sonic]
casting_time: 10 minutes
components: V, S, F (a tuning fork)
range: touch
target: one freestanding structure
duration: up to 1 round/level
saving_throw: none; see text
spell_resistance: yes
description:
<p>By attuning yourself to a freestanding structure, you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure, bypassing hardness. You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round per level. If the spell is cast upon a target that is not freestanding, the surrounding stone dissipates the effect and no damage occurs.</p><p><i>Sympathetic vibration</i> cannot affect creatures (including <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a>). Since a structure is an unattended object, it gets no saving throw to resist the effect.</p>


name: Sympathetic Wounds
level: cleric/oracle 2, druid 2
school: abjuration [evil]
casting_time: 1 standard action
components: V, S, M (250 gp of powdered amber)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions like shield other, except some of your wounds transfer to the targeted creature rather than some of their wounds transferring to you. For example, you could link yourself to a nearby chained slave so that when you are wounded, some of the damage is transferred to the slave. You must have at least as many hit dice as the target, otherwise the spell fails. A creature can only be under the effects of one instance of this spell at a time.</p>


name: Sympathy
level: druid 9, sorcerer/wizard 8, summoner 6, witch 8
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 hour
components: V, S, M (a drop of honey and crushed pearls worth 1,500 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one location (up to a 10-ft. cube/level) or one object
duration: 2 hours/level (D)
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.</p><p>Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 x 10 minutes later. If this save fails, the affected creature attempts to return to the area or object.</p><p><i>Sympathy</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antipathy">antipathy</a>.</p>


name: Synapse Overload
level: mesmerist 4, psychic 5
school: divination [mind-affecting]
casting_time: 1 standard action
components: V
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>You cause the target’s mind to unleash a vast overflowing torrent of information throughout the target’s body, causing the target’s synapses to violently trigger. The target takes 1d6 points of electrical damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6) and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 minute. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw doesn’t reduce the damage, but it negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> effect.</p>


name: Synaptic Pulse
level: mesmerist 3, psychic 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: 30 ft.
area: 30-ft.-radius spread centered on you
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>You emit a pulsating mental blast that stuns all creatures in range of your psychic shriek for 1 round.</p><div style="margin-left:20px">


name: Synaptic Scramble
level: mesmerist 3, psychic 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You scramble the synaptic connections of your target, causing it to lose the ability to coherently communicate and to take unintended actions when it meant to perform others. The target cannot effectively communicate while under the spell’s influence, and thus cannot engage in acts like speaking, attempting <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks to pass secret messages, writing, or using <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathy</a>, although the spell doesn’t prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting.</p><p>The target’s mind is too scrambled to take full-round actions or longer actions, as the target’s attention inevitably wanders before the action completes. Whenever the target attempts to take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> or a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, roll on the following table instead. If the result on the table is an action that the target cannot take, the target takes no action instead.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Action</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">1–20</td>
<td class="text">Move action (must use <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to move)</td>
</tr>
<tr>
<td class="text">21–40</td>
<td class="text">Other <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> (perform a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> other than moving)</td>
</tr>
<tr>
<td class="text">41–60</td>
<td class="text">Attack action (spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> on the attack action, attacking once with a weapon)</td>
</tr>
<tr>
<td class="text">61–80</td>
<td class="text">Other <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> (perform a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> that isn’t the attack action)</td>
</tr>
<tr>
<td class="text">81–100</td>
<td class="text">Desired action (perform whatever standard or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> the creature desires to perform)</td>
</tr>
</tbody>
</table>


name: Synesthesia
level: mesmerist 3, psychic 3
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You overstimulate the senses of the affected creature, causing its senses to interfere with another. While a creature is under the effects of this spell, sensory input is processed by the wrong senses, such that noise triggers bursts of colors, smells create sounds, and so on. The affected creature moves at half speed, has a 20% miss chance on attacks, and takes a –4 penalty to AC and on skill checks and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves. Successful spellcasting while affected requires a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check with a DC equal to this spell’s save DC plus the level of spell being cast.</p><p>In addition, the affected creature is considered distracted for the purpose of attempting <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks. Effects that negate or reduce <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> do not affect the miss chance from <em>synesthesia</em>.</p><div style="margin-left: 20px">


name: Tactical Acumen
level: bard 2, inquisitor 2, magus 2, medium 2, occultist 2, paladin 1, psychic 2, sorcerer/wizard 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a small piece of a map)
range: 30 ft.
area: The caster and all allies within a 30-ft.-radius burst, centered on the caster
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Tactical acumen grants you and your allies a mastery of battlefield tactics. Whenever you would gain a bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> or to AC due to battlefield position, such as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a>, higher ground, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a>, you gain an additional +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a>. This bonus increases by +1 for every five caster levels above 5th you possess (maximum +4).</p>


name: Tactical Adaptation
level: magus 3
school: transmutation
casting_time: 1 standard action
range: personal
target: you
duration: 1 minute/level
components:
V, S, F (a gold and sapphire ring worth 500 gp, which the caster must wear for the spell’s duration)

description:
<p class="desciption">This spell was developed by an Academy student after several weeks of observing (and occasionally joining) barroom brawls. You draw on your mind’s hidden reserves, instantaneously mastering advanced combat techniques.</p><p>When you cast this spell, choose a <a href="https://www.d20pfsrd.com/feats/combat-feats">combat feat</a>. You must meet all prerequisites for this feat, treating your <a href="https://www.d20pfsrd.com/classes/base-classes/magus">magus</a> level as your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> for this purpose. For the duration of this spell, you are treated as if you had the chosen feat. Once you cast this spell, you cannot change the chosen feat (or any decisions related to that feat) for additional castings of this spell on the same day.</p><p>A creature can benefit from only one tactical adaptation spell at a time.</p>


name: Tactical Formation
level: cleric/oracle 3, paladin 3, ranger 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: up to one creature/level, no two of which may be more than 30 ft. apart
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell increases the effectiveness of a group’s formation in battle. When cast, all creatures under the effect of the spell must be adjacent to one another, forming an unbroken chain of squares (which may include creatures sharing the same square). This chain does not need to be a straight line. Each target in the chain receives a +2 defection bonus to AC as long as the targets stay adjacent to at least one other creature affected by the spell; moving more than 5 feet from another target ends the spell with respect to that creature only. For example, a cleric could cast it on himself and four dwarves blocking a 20-foot-wide corridor; the cleric can move freely from the left side of the formation to the right side (whether in front of or behind the other targets) and not break the spell as long as he stays within 5 feet of at least one of them.</p>


name: Tactical Insight
level: bard 6, inquisitor 6
school: divination
casting_time: 1 standard action
components: V, S
range: 1 hex
duration: 1 battle
saving_throw: none
spell_resistance: no
description:
<p>Choose a single army tactic. You grant mastery of this tactic to the target army for the spell’s duration. This tactic may bring an army’s total known tactics to a number greater than normally allowed.</p>


name: Tactical Miscalculation
level: bard 2, inquisitor 2, ranger 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: see text
spell_resistance: yes
description:
<p>The target becomes fixated on avoiding damage and fails to spot even the most opportune moments to attack. Whenever a creature the target threatens would provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> from the target, the target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or be unable to make the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> against that creature.</p>


name: Tail Current
school: transmutation [water]
level:
bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3

description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/tailwind/"><em>tailwind</em></a> except it creates a helpful current in water instead of in the air. It grants free movement while swimming rather than while flying and functions only underwater.</p>


name: Tail Strike
level: alchemist 4, antipaladin 3, bloodrager 3, medium 3, paladin 3, sorcerer/wizard 3
school: transmutation [draconic]
casting_time: 1 standard action
components: V, M (a dragon scale)
range: personal
target: you
duration: 1 minute/level (see text)
description:
<p>You grow a draconic tail (clothing and armor adjust as necessary), or if you already have a tail, it takes on a draconic appearance. If you have a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines-from-paizo/draconic-bloodline">draconic bloodline</a>, the tail matches the appearance of that <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> type; otherwise, it matches the appearance of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> type whose <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> matches your own. You gain a tail slam attack that deals 1d6 points of damage (1d4 if Small, 1d8 if Large) + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier. If you already have a tail attack, you instead extend the reach of your tail attack by 5 feet.</p><p>If you have a tail sweep attack, this spell increases its radius by 10 feet.</p><p>If used as part of a full-attack action, the tail slam is considered a secondary attack, is made at your full <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> –5, and adds half your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier to its damage. You can end this spell before its normal duration by uttering a bestial roar as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. When you do, you can attempt an <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check to demoralize all foes within a 30-foot radius that can hear the roar.</p><p><a href="https://www.d20pfsrd.com/classes/core-classes/cleric">Clerics</a>, <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitors</a>, <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracles</a>, and <a href="https://www.d20pfsrd.com/classes/hybrid-classes/warpriest">warpriests</a> who worship <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> deities add tail strike to their class spell lists as a 4th-level spell.</p>


name: Tailwind
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: 120 ft.
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3

description:
<p>You compel the wind to push the targets in a direction of your choice. The subjects can hustle during local and overland movement without risk of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a>. If the subjects are flying, the first 20 feet of movement each round in the chosen direction does not count against their movement for the round. Each creature remains affected only while within 120 feet of every other subject. You can change the tailwind’s direction once per hour by concentrating as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. This spell has no effect underwater.</p>


name: Talisman of Reprieve
level: cleric 5, inquisitor 4, paladin 3
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: 20-ft.-radius emanation centered on an item
duration: 10 minutes/level
description:
<p>You imbue an item with an aura of divine amnesty, allowing all allies within the aura’s area to ignore penalties 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>-, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based checks resulting from a plane’s mildly or strongly aligned traits, regardless of the allies’ alignments. In addition, the item grants a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on checks with one <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>-based skill determined by you at the time of casting.</p>


name: Talismanic Implement
level: occultist 3
school: evocation
casting_time: 10 minutes
components: V
range: personal Target you
duration: 1 hour/level (D) or until discharged
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/c/contingency">contingency</a>, but you invest a spell whose level doesn’t exceed one-quarter of your level (rounded down, maximum spell level 3rd) into one of your implements that holds 2 or more points of mental focus. The spell’s school must match that of the implement, and the spell must be one that affects only your person.</p><p>Casting <i>talismanic implement</i> reduces the selected implement’s mental focus by 2, including for the purposes of determining the effects of resonant powers. When you refresh your mental focus, <i>talismanic implement</i> ends automatically, even if the duration hasn’t elapsed. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/c/contingency">contingency</a>, you may have multiple <i>talismanic implements</i> simultaneously, though a single implement can hold only one <i>talismanic implement</i> spell, and if you have any <i>talismanic implements</i>, you can’t have any other kind of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/c/contingency">contingency</a> in effect.</p>


name: Tamer’s Lash
level: bard 1, bloodrager 1, magus 1, ranger 1
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: a whip of magical sound
duration: 1 round/level (D)
saving_throw: Will partial (see text)
spell_resistance: yes
description:
<p>A 15-foot-long whip of sonic energy springs from your hand, delivering a loud crack when you strike with it. The tamer’s lash acts as a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/whip">whip</a> that deals 1d4 points of sonic damage on a hit, but it has no physical substance and you cannot use it to perform <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a>, nor can it be <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sundered</a> or disarmed. If you strike an animal with the tamer’s lash, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw or be unable to attack you for 1d3 rounds. Furthermore, if the whipped <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> starts its turn unable to attack you as a result of this spell and it is within 30 feet of you, it must spend its first action moving away from you, if it is able. Combat-trained <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companions</a>, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> with <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> in excess of your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + 4 gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on their saves to avoid being intimidated in this way. This intimidation effect is a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect.</p>


name: Tap Inner Beauty
level: bard 1, cleric/oracle 1, witch 1
school: divination
casting_time: 1 standard action
components: V, M (a tiny mirror )
range: personal
target: you
duration: 1 minute/level
description:
<p>This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on all <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> ability checks and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skill checks.</p>


name: Tar Ball
level: druid 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a tiny ball of bitumen)
range: close (25 ft. + 5 ft./2 levels)
effect: ranged attack
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You create a sticky ball of burning tar that you can hurl at your enemies as a ranged attack. If the tar ball strikes, it deals 1d4 points of fire damage + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier, and splashes the target with hot, sticky tar. The tar deals 1d4 points of fire damage each round on the creature’s turn for the next 1d4 rounds and gives the target a –2 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> for that duration. If desired, the target can use a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> to attempt to extinguish or cool the tar before taking this additional damage. Extinguishing or cooling the tar requires a DC 15 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or at least 1 gallon of nonflammable liquid. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically cooling the target automatically ends the effect. </p>


name: Tar Pool
level: druid 6, sorcerer/wizard 6, summoner 5, unchained summoner 6
school: transmutation [earth, fire]
casting_time: 1 standard action
components: V, S, M/DF (a ball of hardened tar)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius burst
duration: 1 round/level
saving_throw: Reflex partial, see text
spell_resistance: no
description:
<p>You convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>. An <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> creature receives a saving throw each round to free itself from the tar, and can also attempt to free itself by spending a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to attempt a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check or <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check (DC = spell saving throw DC). It costs 2 squares of movement to enter a square in the area of effect, and the DC of <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks within the area of effect increases by 5. The area is difficult terrain. A creature that moves into or starts its turn in the area takes 2d6 points of fire damage and must reattempt this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>. A creature that falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> in the area takes a –4 penalty on its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save against the tar and on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> checks to escape the tar.</p><p>A creature that escapes the tar still takes fire damage from the tar until the spell ends or that creature spends a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> removing the tar. A creature with tar on it takes a –4 penalty on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> and <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> checks made to fly with wings or similar appendages.</p>


name: Targeted Bomb Admixture
level: alchemist 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.</p><p>When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier instead of just its base damage plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier.</p>


name: Tattoo Potion
level: alchemist 2, bard 2, sorcerer/ wizard 2, witch 2
school: transmutation
casting_time: 1 minute
components: V, S, M (a potion to be tattooed, special inks worth 500 gp)
range: one potion
effect: one spell tattoo
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>When you cast this spell, you mix special tattoo inks into a <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> of your choice. Once you finish casting <i>tattoo potion</i> , the <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> begins bubbling and fizzing—if no one drinks the <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> within 1 minute of the spell being cast, the <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> bubbles away into vapor and is destroyed.</p><p>When a <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> under the effects of <i>tattoo potion</i> is imbibed, the effects of the potion do not occur. Instead, the potion transforms into a <i><a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/tattoo-spell">spell tattoo</a></i> on the drinker’s chest tattoo slot—if the drinker already has a magic tattoo in this location, the <i>tattoo potion</i> is wasted. Once the <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> transforms into a <i>tattoo spell</i>, it remains in place permanently until it is used as a <i><a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/tattoo-spell">spell tattoo</a></i>.</p>


name: Tears to Wine
level: alchemist 1, bard 1, cleric 2, druid 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a single grape)
range: 10 ft.
target: 1 cu. ft./2 levels of liquid (see text)
duration: 10 minutes/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell turns nonmagic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Mead">mead</a> or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Wine">wine</a> of average quality. This spell does not prevent subsequent <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural</a> decay or spoilage.</p><p><a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Water">Unholy water</a> and similar liquids of significance are spoiled by tears to <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Wine">wine</a>, but the spell has no effect on creatures of any type or on magic <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a>.</p><p>Creatures that drink the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Mead">mead</a> or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Wine">wine</a> created by this spell become sharp-witted and clear-minded, gaining a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on all <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>– and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>-based skill checks. This increases to a +5 bonus at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 9th, and to +10 (the maximum) at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 15th.</p>


name: Technomancy
level: bard 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M (oil stirred with a coil of wires)
range: 60 ft.
target: cone-shaped emanation
duration: 3 rounds/level
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/">detect magic</a>, except it detects the presence of technological objects instead of magical objects. The spell grants you the <a href="https://www.d20pfsrd.com/feats/general-feats/technologist">Technologist</a> feat for the purposes of attempting <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (engineering) checks to identify the properties of technological items in your possession. If you already possess this feat, you gain a +10 bonus on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (engineering) checks to identify item properties.</p>


name: Tectonic Communion
level: druid 7
school: divination
casting_time: 1 hour
components: V, S, DF
range: personal
target: you
duration: Instantaneous
description:
<p><i>Tectonic communion</i> functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/c/commune-with-nature">commune with nature</a> with an even greater range. In outdoor or natural underground settings, the spell operates on a radius of 100 miles per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, extending even underground without penalty.</p><p>For every 2 caster levels above 13th, you may glean an additional fact from the list presented in <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/c/commune-with-nature">commune with nature</a>.</p><p>Communities, dungeons, and signs of civilization (such as roads, farms or other constructions and settlements) exist as dark and unknowable blots in your perception of the spell’s area; you’re aware of their location and existence, but can’t discern any information regarding them.</p>


name: Telekinesis
level: magus 5, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
duration: concentration (up to 1 round/level) or instantaneous; see text
saving_throw: Will negates (object) or none; see text
spell_resistance: yes (object); see text
description:
<p>You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a>, or exert a single short, violent thrust.</p><p><b>Sustained Force</b>: A sustained force moves an object weighing no more than 25 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.</p><p>An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> checks.</p><p><b>Combat Maneuver</b>: Alternatively, once per round, you can use <i>telekinesis</i> to perform a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> (including <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a>), or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a>. Resolve these attempts as normal, except that they don’t provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, you use your caster level in place of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">Combat Maneuver Bonus</a>, and you add your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (if a <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-Charisma-Cha-">Charisma</a> modifier (if a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</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. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.</p><p><b>Violent Thrust</b>: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).</p><p>You must succeed on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> (one per creature or object thrown) to hit the target with the items, using your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Objects and creatures that miss their target land in a square adjacent to the target.</p><p>Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>) to negate the effect, as are those whose held possessions are targeted by the spell.</p><p>If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).</p>


name: Telekinetic Assembly
level: magus 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 minute
components: V, S, F (a miniature of the target siege engine, costing 10 gp)
range: close (25 ft + 5 ft./2 levels)
target: one disassembled siege engine
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You assemble a siege engine, using up to one fewer worker per two caster levels you possess. You can do without one additional worker if you have any ranks in <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (engineering), plus one additional worker per 5 ranks you have in that skill. If your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> combined with <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (engineering) fails to eliminate the need for workers, this spell fails.</p>


name: Telekinetic Charge
level: bloodrager 4, sorcerer/wizard 4
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You telekinetically launch an ally across the battlefield to anywhere within this spell’s range. While moving, your ally is flying just above the ground unless you wish otherwise. Movement from this spell provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> as normal, although you can lift your ally over objects or out of enemy reach, as long as your ally remains within this spell’s range. If your ally lands adjacent to an opponent, he can spend an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> to make a melee attack against that opponent with a +2 bonus on the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>.</p>


name: Telekinetic Maneuver
level: magus 4, psychic 3, sorcerer/wizard 4, spiritualist 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: concentration (up to 1 round/level)
saving_throw: none
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/telekinesis/">telekinesis</a>, but it can be used only to perform a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Drag">drag</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> (including <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a>), <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reposition">reposition</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a>, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>.</p>


name: Telekinetic Projectile
level: occultist 0, psychic 0, spiritualist 0
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: no
spell_resistance: no
description:
<p>You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>) to hit your target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way.</p>


name: Telekinetic Sphere
level: sorcerer/wizard 8
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (a crystal sphere and a pair of small magnets)
range: close (25 ft. + 5 ft./2 levels)
effect: 1-ft.-diameter/level sphere, centered around creatures or objects
duration: 1 min./level (D)
saving_throw: Reflex negates (object)
spell_resistance: yes (object)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resilient-sphere">resilient sphere</a>, but the creatures or objects caught inside the globe created by the spell are made nearly weightless. Anything contained within a <i>telekinetic sphere</i> weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.</p><p>You can move the sphere, along with the objects and creatures it contains that weigh a total of 5,000 pounds or less, by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface. You can resume concentrating on your next turn or any later turn during the spell’s duration.</p><p>The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.</p><p>You can move the sphere telekinetically even if you are in it.</p>


name: Telekinetic Storm
level: psychic 9
school: evocation [force]
casting_time: 1 standard action
components: V, S
area: 40-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes div style="clear:both"></div
description:
<p>You generate a storm of telekinetic energy that emanates from you, ripping through the spell’s area of effect with devastating force. Any creature caught in the spell’s radius takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d6) and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save reduces the damage by half and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> effects.</p><p>The <i>telekinetic storm</i> damages objects in the area. If the damage caused to an interposing barrier shatters or breaks through it, the telekinetic storm continues beyond the barrier if the spell’s area permits; otherwise, it stops at the barrier just as any other spell effect does.</p><p>You can designate any number of creatures to be immune to the spell’s effect, though you must be capable of targeting those creatures.</p>


name: Telekinetic Strikes
level: magus 2, psychic 2, sorcerer/ wizard 2
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: touch
target: one creature
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The touched creature’s limbs are charged with telekinetic force.</p><p>For the duration of the spell, the target’s unarmed attacks or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a> deal an additional 1d4 points of force damage on each successful unarmed melee attack.</p>


name: Telekinetic Volley
level: magus 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 round/level or until discharged (D)
saving_throw: none (object)
spell_resistance: no (object)
description:
<p>The touched items <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/l/levitate">levitate</a> in your space. When you cast the spell and once per round thereafter, you can launch one item at a target of your choice as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. The ranged attack is made as if you had thrown the item unless it’s ammunition for a weapon, in which case the attack is made as if fired from a heavy crossbow (if a bolt), a <a href="https://www.d20pfsrd.com/races/core-races/halfling">halfling</a> <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sling-staff-halfling">sling staff</a> (if a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sling">sling</a> bullet), a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/blowgun">blowgun</a> (if a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/blowgun">blowgun</a> <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-thrown-darts">dart</a>), a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longbow-composite">composite longbow</a> with a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> rating (if an arrow), an <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/atlatl">atlatl</a> (if an <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/atlatl">atlatl</a> <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-thrown-darts">dart</a>), or a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/pistol">pistol</a> (if a <a href="https://www.d20pfsrd.com/equipment/firearms">firearm</a> bullet). A <a href="https://www.d20pfsrd.com/equipment/firearms">firearm</a> pellet launched by the spell functions as a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-thrown-shuriken">shuriken</a>.</p><p>When you launch ammunition with this spell, you don’t take a penalty on your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> for lacking proficiency with the ammunition’s weapon; you do, however, take the usual –4 penalty for throwing an improvised weapon if you launch an item not intended to be used as a weapon. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> uses your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> in place of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> and your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (whichever is higher) in place of your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier. Range increment and proficiency penalties apply as normal. The attack has an effective <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> bonus, if applicable, equal to the higher of your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifiers. The spell is discharged when all touched items have been launched.</p>


name: Telempathic Projection
level: mesmerist 1, psychic 1, spiritualist 1
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You alter the target’s mood, adjusting its attitude toward you or another creature you designate by one step either positively or negatively (see the <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> skill). You can instead use this spell to assist your own or an ally’s <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a>, <a href="https://www.d20pfsrd.com/skills/perform">Perform</a>, or <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check, granting that check a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> against the target of your <em>telempathic projection</em> with no save. In this case, the spell’s duration expires immediately when the skill check is complete.</p>


name: Telepathic Bond
level: inquisitor 5, sorcerer/wizard 5, witch 5
school: divination
casting_time: 1 standard action
components: V, S, M (two eggshells from two different creatures)
range: close (25 ft. + 5 ft./2 levels)
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).</p><p>If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.</p><p>Telepathic bond can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a> spell, though it only bonds two creatures per casting of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a>.</p>


name: Telepathic Censure
level: bard 2, inquisitor 2
school: abjuration
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one creature (see text)
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell creates an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> psychic interference that inhibits telepathic communication. When cast upon a creature that can communicate via <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathy</a>, this spell prevents that ability’s use— either to receive or project thoughts. When cast upon a creature without <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathy</a>, the spell merely prevents the target from receiving telepathic communication. Those affected by this spell or that attempt to telepathically communicate with creatures under its effects are not innately aware that their communication is being inhibited. This spell temporarily disrupts spells and effects like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/telepathic-bond">telepathic bond</a> or telepathic messages sent by a helm of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathy</a>, but not attacks and effects unrelated to communication like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a> or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/neothelid">neothelid’s</a> psychic crush.</p>


name: Telepathic Silence
level: medium 4, mesmerist 4, occultist 4, psychic 4, spiritualist 4
school: illusion (glamer)
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
area: 60-ft.-radius emanation centered on a point in space
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>Creatures within the area cannot send or receive telepathic messages, and anyone in the area casting a spell with a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/psychic-magic#thought-components">thought component</a> must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC = 20 + twice the spell’s level; this includes the increased <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> DC for casting spells with a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/psychic-magic#thought-components">thought component</a>) or lose the spell. Furthermore, the thoughts of creatures within the area cannot be detected, located, or read with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/thoughtsense/"><em>thoughtsense</em></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a>, or similar effects.</p><p><em>Telepathic silence</em> does not hinder spells that target a creature’s mind or that do not rely on communication, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mind-thrust/"><em>mind thrust</em></a>.</p>


name: Telepathy
level: medium 4, mesmerist 4, psychic 5, sorcerer/wizard 6, spiritualist 6
school: divination [mind-affecting]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 minute/level div style="clear:both"></div
description:
<p>You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathically</a>, although maintaining a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathic</a> conversation with more than one creature at a time is just as difficult as speaking and listening to multiple people simultaneously.</p>


name: Teleport
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: personal and touch
target: you and touched objects or other touched willing creatures
duration: instantaneous
saving_throw: none and Will negates (object)
spell_resistance: no and yes (object)
level:
magus 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 4, unchained summoner 5, witch 5

description:
<p>This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is Spell Resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and Spell Resistance.</p><p>You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Familiarity</th>
<th class="text">On Target</th>
<th class="text">Off Target</th>
<th class="text">Similar Area</th>
<th class="text">Mishap</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Very familiar</td>
<td class="text">01–97</td>
<td class="text">98–99</td>
<td class="number">100</td>
<td class="marker">—</td>
</tr>
<tr>
<td class="text">Studied carefully</td>
<td class="text">01–94</td>
<td class="text">95–97</td>
<td class="text">98–99</td>
<td class="number">100</td>
</tr>
<tr>
<td class="text">Seen casually</td>
<td class="text">01–88</td>
<td class="text">89–94</td>
<td class="text">95–98</td>
<td class="text">99–100</td>
</tr>
<tr>
<td class="text">Viewed once</td>
<td class="text">01–76</td>
<td class="text">77–88</td>
<td class="text">89–96</td>
<td class="text">97–100</td>
</tr>
<tr>
<td class="text">False destination</td>
<td class="marker">—</td>
<td class="marker">—</td>
<td class="text">81–92</td>
<td class="text">93–100</td>
</tr>
</tbody>
</table><p>To see how well the teleportation works, roll d% and consult the following table. Refer to the following information for definitions of the terms on the table.</p><p style="margin-left:40px"><i>Familiarity</i>: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently physically see it or you’ve been there often. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scrying">scrying</a>. </p><p style="margin-left:40px">“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.</p><p style="margin-left:40px"><i>On Target</i>: You appear where you want to be.</p><p style="margin-left:40px"><i>Off Target</i>: You appear safely a random distance away from the destination in a random direction. Distance off target is d% of the distance that was to be traveled. The direction off target is determined randomly.</p><p style="margin-left:40px"><i>Similar Area</i>: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.</p><p style="margin-left:40px"><i>Mishap</i>: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.</p><a name="greater"></a>


name: Teleport Object
level: sorcerer/wizard 7, witch 7
school: conjuration (teleportation)
casting_time: 1 Standard Action
components: V
range: touch
target: one touched object of up to 50 lbs./level and 3 cu. ft./level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport"><i>teleport</i></a>, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.</p><p>If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> spell cast on that point brings the vanished item back from the Ethereal Plane.</p>


name: Teleport Structure
level: sorcerer/wizard 6
school: conjuration (teleportation)
casting_time: 8 hours
components: V, M (gold dust worth 50 gp)
range: touch
target: one building
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You instantly <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport">teleport</a> a building in a settlement you control to another lot or series of lots in the same settlement district. The building to be teleported must be unoccupied, and the area to which you wish to move the building must be cleared and unoccupied during the casting of this spell. A building cannot be teleported to an area it would not normally be able to occupy, such as an area adjacent to a prohibited building type. If you don’t wholly own the structure, all of the structure’s owners must consent to the structure’s <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> before the spell is cast; otherwise, it fails immediately.</p><p>This spell only functions on buildings that occupy a number of lots equal to one-fourth your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (so, for instance, a 16th-level caster could use this spell on a building that occupies up to 4 lots).</p>


name: Teleport Trap
level: sorcerer/wizard 7
school: abjuration
casting_time: 10 minutes
components: V, S, M (powdered lodestones and silver worth 100 gp per 40-ft. cube)
range: medium (100 ft. + 10 ft./level)
area: one 40-ft. cube/level (S)
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p><i>Teleport trap</i> wards an area, redirecting all teleportation into or out of the area to a specific point within the area determined by you at the time of casting. The destination must be an open space on a solid surface. The spell’s area overlaps walls and other solid and liquid objects (preventing intruders from bypassing the ward by teleporting into a wall or through similar means). A teleporting creature that is affected by a <i>teleport trap</i> can resist the effect with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save—if the save is successful, the creature simply doesn’t teleport at all (but the use of the teleport effect is still consumed)—either to the intended location or the <i>teleport trap’s</i> actual destination. A DC 27 <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (arcana) allows such a creature to recognize the <i>teleport trap’s</i> presence, but does not reveal the trap’s linked destination.</p><p>At your discretion, the <i>teleport trap</i> can exclude a category of creatures, such as an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, a type of creature, or creatures that carry a specific item or know a password (though this only works if the creature is teleporting out of the area, not into it). You select this option and the conditions at the time you cast the spell. Overly complicated conditions may cause the spell to fail entirely. Multiple castings of <i>teleport trap</i> can be linked to cover a larger area, allowing teleported creatures to be directed to a single point within the combined area of the spells.</p><p><i>Teleport trap</i> can be made permanent at the cost of 7,000 gp. A single <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/p/permanency"><i>permanency</i></a> spell can be used on all <i>teleport traps</i> that share a linked destination, but the gold piece cost must be paid for each individual spell.</p>


name: Teleportation Circle
level: psychic 9, sorcerer/wizard 9, summoner 6, witch 9
school: conjuration (teleportation)
casting_time: 10 minutes
components: V, M (amber dust to cover circle worth 1,000 gp)
range: 0 ft.
effect: 5-ft.-radius circle that teleports those who activate it
duration: 10 min./level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You create a circle on the floor or other horizontal surface that teleports, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport">greater teleport</a>, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.</p><p>The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.</p><p><i>Teleportation circle</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/p/permanency">permanency</a> spell. A permanent <i>teleportation circle</i> that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.</p>


name: Temporal Divergence
level: arcanist 7, psychic 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 swift action
components: V, S, M ( mithral wishbone worth 100 gp)
range: personal
target: you
duration: instantaneous
description:
<p>This spell allows you to witness two divergent decisions and choose which to pursue. Upon completing this spell, you must immediately choose two other different spells that you could cast at that moment and that each have a <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> of 1 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>; these spells take effect simultaneously, and you must track all resulting effects, areas of effect, saving throws, and other outcomes separately as if each had been cast normally and the other spell had never happened. Once you’ve seen how each spell resolves, you must choose which version of reality occurred, expending the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, prepared spell, and material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> as necessary. The other spell’s results are ignored and do not require an action or expend the prepared spell, spell slot, or material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>. If the targets of the spell you did not choose expended any resources or effects to resist your spell, those resources or effects are also not expended. If you cast this spell and do not or cannot immediately follow the instructions described above, this spell has no effect.</p><p>For example, after casting this spell, a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> could cast <a href="https://www.d20pfsrd.com/magic/all-spells/t/temporal-stasis" style="font-style: italic">temporal stasis</a> on a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> and <a href="https://www.d20pfsrd.com/magic/all-spells/f/fireball" style="font-style: italic">fireball</a> on a group of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orc">orcs</a>. Seeing that the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> succeeds at its saving throw against <a href="https://www.d20pfsrd.com/magic/all-spells/t/temporal-stasis" style="font-style: italic">temporal stasis</a> and that the <a href="https://www.d20pfsrd.com/magic/all-spells/f/fireball" style="font-style: italic">fireball</a> kills many <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orc">orcs</a>, the <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> chooses the <a href="https://www.d20pfsrd.com/magic/all-spells/f/fireball" style="font-style: italic">fireball</a> to take effect. The <a href="https://www.d20pfsrd.com/magic/all-spells/t/temporal-stasis" style="font-style: italic">temporal stasis</a> is treated as if it had not been cast, and its spell slot and costly material component are not expended.</p><p>Casting this spell more than once in a single day is risky. On the second and subsequent casting in a 24-hour period, you must succeed at a DC 25 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw or be exposed to a crippling array of possibilities and paradoxes that leave you <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 24 hours. Whenever this <a href="https://www.d20pfsrd.com/magic/all-spells/c/confusion" style="font-style: italic">confusion</a> would cause you to attack the nearest creature, you instead expend your highest-level remaining prepared spell or spell slot, if any, with no effect.</p>


name: Temporal Regression
level: arcanist 8, druid 9, psychic 8, witch 8, wizard 8
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, F ( hourglass filled with powdered horacalcum worth 1,500 gp)
range: personal and close (25 ft. + 5 ft./2 levels; see below)
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: no
description:
<p>When you complete this spell, note your current location and condition, including your hit point total and any ongoing conditions affecting you as well as their durations (e.g. <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a>, and spell effects). This spell creates a beacon in space-time that’s imperceptible to anyone but you. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> while you are within range of the beacon before the spell’s duration expires, you can discharge the spell to transport yourself back to the marked location and restore yourself to the condition you were in when you cast the spell; this does not restore any expended items, charges, or spells you may have used during that time. This does not reverse effects for anyone else, and to bystanders it appears as though you teleported to the beacon location and regained conditions you had when the beacon was set. Temporal regression strains your body; when the spell is discharged, you gain 1 temporary <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> for every 2 rounds that passed since you cast the spell. These <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> disappear after 24 hours.</p><p>You can discharge the spell to transport yourself back to your beacon as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> instead of a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, but doing so utterly and entirely consumes the spell’s focus.</p>


name: Temporal Stasis
level: sorcerer/wizard 8
school: transmutation
casting_time: 1 standard action
components: V, S, M (powdered diamond, emerald, ruby, and sapphire dust worth 5,000 gp)
range: touch
target: creature touched
duration: permanent
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> spell or a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom">freedom</a> spell).</p>


name: Temporary Graft
level: alchemist 3, bloodrager 3, magus 4, occultist 3, sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S, F (a dismembered body part)
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>You temporarily graft a dismembered body part onto yourself. You must have the body part in your possession or the spell has no effect. The graft must come from a creature the same size category as you. You can have only one graft active at a time. Grafting on a new body part immediately ends the effects of the older casting and causes that body part to fall off. The effect of the graft depends on the type of body part you choose to graft to yourself, as follows.</p><p style="margin-left:40px"><b>Fins</b>: The fins grant you a 40 foot swim speed.</p><p style="margin-left:40px"><b>Head</b>: The head grants you <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-All-Around-Vision-Ex-">all-around vision</a>. If the head came from a creature that had <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, you gain the appropriate senses at half the normal range. You can speak through either head, but not both simultaneously. You don’t receive any additional special abilities the head might have had (like a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/medusa">medusa’s</a> petrifying <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-">gaze</a> ability).</p><p style="margin-left:40px"><b>Leg</b>: The leg increases your base movement speed by 5 feet and grants you a +2 bonus 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-Overrun">overrun</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> (the usual bonus for having an extra leg).</p><p style="margin-left:40px"><b>Wings</b>: The wings grant you a 40-foot fly speed (poor maneuverability).</p>


name: Temporary Resurrection
level: sorcerer/wizard 7, witch 7
school: necromancy
casting_time: 10 minutes
components: V, S, M (diamond dust worth 500 gp)
range: touch
target: dead creature touched
duration: 24 hours
description:
<p>You restore temporary life to a body that has been <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> while under the effect of this spell; this <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> goes away when the target dies or is permanently raised from the dead (such as with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/r/raise-dead">raise dead</a>). The target still counts as a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> corpse (but not <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>) for the purpose of spells that revive <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> creatures, so a <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> can cast <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/r/raise-dead">raise dead</a> or a similar spell on the target even while this spell is active. Once a creature has been revived with <i>temporary resurrection</i>, this spell cannot be used on it again until it is permanently raised from the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>.</p>


name: Terrain Bond
level: ranger 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of earth taken from your most favored terrain )
range: personal
target: you
duration: 1 hour/2 levels (D)
description:
<p>You call upon the spirits of nature to help you adapt to your environment. You treat the terrain you are in as your most <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-">favored terrain</a> until this spell ends.</p><p>If you do not have the <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Terrain-Ex-">favored terrain</a> class feature, you gain no benefit from this spell.</p>


name: Terrible Remorse
level: bard 3, cleric/oracle 4, inquisitor 3, sorcerer/wizard 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 living creature
duration: 1 round/level
saving_throw: Will partial (see text at right)
spell_resistance: yes
description:
<p>You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal 1d8 points of damage + its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier to itself using an item held in its hand or with unarmed attacks. If the creature saves, it is staggered for 1 round and takes a -2 penalty to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a>, after which the spell ends.</p>


name: Thanatotic Fury
level: sorcerer/wizard 4, witch 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (shavings from a holy symbol )
range: personal
target: you (see text)
duration: 1 minute/level
description:
<p><b>Note</b> You may cast this spell only if you have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Giant">giant subtype</a>.</p><p>When casting this spell, you channel the fury and the abilities of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/titan/thanatotic-titan">thanatotic titans</a>, gaining some of their abilities for a short period of time. When you hit a creature capable of casting divine spells, that creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw or be unable to cast divine spells for 1d4 rounds and be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for the same duration. If the save is successful, the target is instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for only 1 round.</p><p>Additionally, your attacks are treated as epic and evil for the purposes of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p>


name: Thaumaturgic Circle
level: cleric 4, inquisitor 4, medium 3, occultist 3, sorcerer/wizard 4, summoner 4
school: abjuration
components: V, S, M (a 3-ft.-diameter circle of powdered silver), DF div style="clear:both"></div
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-evil/">magic circle against chaos, evil, good, or law</a>, but rather than stipulating an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> descriptor, You can designate any one non-<a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> subtype of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a>, including air, earth, fire, and water, as well as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> races such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/angel">angels</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Devil">devils</a>.</p>


name: Theft Ward
level: cleric 1, inquisitor 1, sorcerer/wizard 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: touch
target: one object
duration: 1 day
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You ward a single object in your possession against theft. You gain a +10 bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks to notice someone trying to take the object from you.</p>


name: They Know
level: bard 3, inquisitor 3, mesmerist 3, paladin 3, psychic 4, shaman 4, witch 4
school: enchantment (compulsion) [emotion, fear]
casting_time: 1 standard action
components: V, S, F/DF, M (a drop of black ink )
range: medium (100 ft. plus 10 ft./level)
target: one intelligent creature
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You instill a target with the fear that the nearest other intelligent creature knows her darkest secret. If she is in the midst of another situation as vital as protecting her darkest secret, such as combat, this doesn’t cause her to cease participating, but otherwise, she becomes compelled to use her abilities and skills to determine exactly how much the other individual knows.</p><p>Even if she isn’t around other creatures or otherwise avoids confronting her paranoia for a time, the nagging fear causes the target to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for the duration of the spell (though this doesn’t stack with other fear effects to make the target <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>).</p><p>The subject’s paranoia increases over time, forcing her to take additional steps to protect herself from the other creature.</p><p>Depending on her personality (or subject to the GM’s discretion), she might confess, publicly demand to know what the other creature knows, attack the other creature to silence it, or offer the other creature a bribe.</p><p>The spell fails if the target truly feels she has nothing to hide.</p>


name: Thirsting Entanglement
level: druid 4, hunter 4, ranger 4, shaman 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: plants in a 40-ft.-radius spread
duration: 1 min./level (D)
saving_throw: Reflex partial; see text
spell_resistance: no
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/e/entangle" style="font-style: italic">entangle</a>, except the plants latch on to targets and drain away their vitality. Any creature that fails a save to avoid becoming <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> or fails a check to break free takes 1d2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a>.</p>


name: Thorn Body
level: alchemist 3, druid 4, shaman 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 round/level
description:
<p>This spell causes spines to grow from your exposed skin, damaging creatures that strike you. Any creature striking you with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage +1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15). Creatures using melee weapons with reach are unaffected by this spell. Creatures that successfully <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> you take 2d6 points of piercing damage +1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15). In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage.</p><p>Thorns created by this spell persist through any new physical shape or form you assume, such as via wildshape or any <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph">polymorph</a> effect.</p>


name: Thorn Javelin
level: druid 1, ranger 1, shaman 1
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: javelin -like thorn
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>A wooden thorn the size of a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/javelin">javelin</a> (appropriate for your size) appears in your open hand. You can wield this thorn as a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/javelin">javelin</a>, and you are proficient in its use. Any creature struck by the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/javelin">javelin</a> must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round. If you throw the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/javelin">javelin</a>, another one appears in your hand. Any <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/javelin">javelin</a> that leaves your grasp disappears at the end of your turn. Each <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/javelin">javelin</a> attack you make reduces the spell’s remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after that attack resolves.</p>


name: Thorny Entanglement
level: druid 3, ranger 3, shaman 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF Reflex partial (see text) no
saving_throw: Reflex partial (see text)
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/entangle/">entangle</a>, except the plants also grow thorns and can fling them up to 15 feet. Any creature that moves within 15 feet of the spell’s area is attacked once on its turn by the animated plants. The plants use your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> and add your spellcasting ability score modifier (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> for <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witches</a>; <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> for <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">rangers</a>, and <a href="https://www.d20pfsrd.com/classes/hybrid-classes/shaman">shamans</a>) to the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>. A volley of thorns counts as a thrown weapon and deals 2d6 points of piercing damage on a successful hit. A creature that enters the spell’s area or ends its turn there automatically takes 2d6 points of piercing damage.</p>


name: Thought Echo
level: mesmerist 1, psychic 1
school: illusion (glamer)
casting_time: 1 round
components: V
range: touch Target living creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>When you cast this spell, you establish a mental echo of up to 25 words. Any attempt to read the surface thoughts of the target creature reads only this mental echo unless the caster succeeds at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC = 11 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>). If you cast <i>thought echo</i> on yourself, the DC is instead equal to 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. In addition, when casting this spell upon yourself, you can change the echoed thoughts by taking a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> and concentrating.</p><p>Each time you change the words echoed by the spell in this way, you reduce the spell’s remaining duration by 1 minute.</p><p><i>Thought echo</i> does not interfere with telepathy or mind reading effects that are capable of reaching thoughts deeper than surface thoughts.</p>


name: Thought Shield
level: psychic 2
school: abjuration
casting_time: 1 immediate action
components: V
range: personal Target you
duration: 1 round
description:
<p>Sensing an intrusion, you throw up a defense to protect your mind from attack or analysis. 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/gamemastering/combat#TOC-Will">Will</a> saving throws against <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects. As long as this spell lasts, spells and effects that allow a creature to read your thoughts receive no information from you.</p>


name: Thought Worm I
level: psychic 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You implant a minor suggestion within the target creature’s psyche that makes it less inclined to resist mental intrusion. The target creature takes a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves against all <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> spells and effects for the duration of the spell.</p><div style="margin-left:20px">


name: Thoughtsense
level: medium 4, mesmerist 4, psychic 4, sorcerer/wizard 5, spiritualist 4
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, M (a bit of dried brain tissue)
range: personal
target: you
duration: 1 minute/level div style="clear:both"></div
description:
<p>You automatically detect and locate conscious creatures within 60 feet, as if you possessed the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a> ability.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/n/nondetection">Nondetection</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/m/mind-blank">mind blank</a>, and similar effects can block this effect. <i>Thoughtsense</i> can distinguish between sentient (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> 3 or greater) and non-sentient (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> 1–2) creatures, but otherwise provides no information about the creatures it detects.</p>


name: Threefold Aspect
level: druid 5, witch 4
school: transmutation
casting_time: 1 standard action
components: S, F (silver crescent worth 5 gp)
range: personal
duration: 24 hours (D)
description:
<p><i>Threefold aspect</i> allows you to shift your appearance between your natural age and three idealized age categories: young adult (youth/maiden), adulthood (father/mother), or elderly (elder/crone). In each case, your appearance is your own at the appropriate age, rather than that of a new individual.</p><p>You may change between these three aspects or your actual age as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. As the young adult, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, but suffer a -2 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>. In the adult aspect, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, but take a -2 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>. As the elderly aspect, you gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, but take a -2 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>. As enhancement bonuses, these stack with any bonuses or penalties you may have from your actual age (which are untyped bonuses)-the bonuses granted by this spell represent your idealized form in this threefold aspect rather than simply duplicating your ability scores at any one particular age.</p><p><i>True seeing</i> reveals your natural appearance overlaid with that your aspect, recognizing both as part of your true self.</p><p>Individuals who study you closely and have interacted with you at another apparent age recognize a resemblance (as though family) with a successful DC 20 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check.</p><p><i>Threefold aspect</i> does not alter your clothing or equipment, and does not heal any deformity or injury unrelated to age.</p>


name: Threefold Face
level: arcanist 3, medium 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a three-pointed knot)
range: personal
target: you
duration: 9 minutes
description:
<p>You grow two additional faces set equidistantly around your head, each embodying a different aspect of your personality that you choose (such as kindliness, joy, or wrath). You gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-All-Around-Vision-Ex-">all-around vision</a> and can’t be <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanked</a>. Effects that would <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> you, deafen you, block your mouth, or otherwise affect your face, including beneficial effects that grant you exceptional vision, only affect a single face (for example, it would take three castings of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/blindness-deafness/">blindness/deafness</a> to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> you). You lose <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-All-Around-Vision-Ex-">all-around vision</a> if even a single face becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a>. This spell doesn’t grant you additional magic item slots or additional heads. When threefold face ends, you gain all the conditions from all three faces, for good or ill.</p>


name: Threefold Form
level: druid 9, psychic 9, witch 9
school: divination
casting_time: 1 standard action
components: V, S, F (a green, three-pointed knot made of mithral worth 729 gp)
range: personal
target: you
duration: 9 rounds
description:
<p class="description">You pull forth idealized versions of yourself at various ages from your mind, splitting into three copies of yourself.</p><p class="description">Threefold form functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bilocation/"><em>bilocation</em></a>, except there are three of you instead of two, and each of the three bodies is under the effect of <a href="https://www.d20pfsrd.com/magic/all-spells/t/threefold-aspect" style="font-style: italic">threefold aspect</a> with a different idealized age. Other than the differences from <a href="https://www.d20pfsrd.com/magic/all-spells/t/threefold-aspect" style="font-style: italic">threefold aspect</a>, each body shares all other effects with you, as normal for bilocation.</p>


name: Threefold Sight
level: arcanist 3, bard 3, medium 3, occultist 3, psychic 3, skald 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a three-pointed knot)
range: personal
target: you
duration: 3 minutes
description:
<p class="description">You view several possible futures at once, allowing you to thread a needle around disasters by taking a middle path.</p><p>For the duration of this spell, whenever you roll for an attack, saving throw, or skill check, roll three d20 and use the middle of the three rolls (or the highest, if more than one die shows the same highest value, or the lowest, if more than one die shows the same lowest value). If another ability would make you roll an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, saving throw, or skill check twice and take the higher result, roll twice and take the lower result, or reroll, that ability has no effect and threefold sight ends immediately.</p>


name: Thunder Fire
level: bard 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a piece of spent thunderstone)
range: close (25 ft. + 5 ft./2 levels)
target: 1 loaded firearm
duration: instantaneous
saving_throw: Will negates (object), see text
spell_resistance: yes (object), see text
description:
<p>The firearm targeted creates a thunderous report, even if the firearm is not loaded. Every creature within 15 feet of the creature wielding or carrying the firearm must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> for 1 minute. The creature wielding or carrying the firearm takes a –4 penalty on this saving throw, and his misfire range increases by 1 for 1d4 rounds. If the firearm was loaded when it was targeted by this spell, that ammunition is wasted.</p>


name: Thundering Drums
level: bard 3
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: 15 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You strike the ground in front of you, filling the area in front of you with the thunder of pounding drums. Any creature in the area takes 1d8 points of sonic damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 5d8) 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-Fortitude">Fortitude</a> save halves the damage and negates being knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>.</p>


name: Thunderous Footfalls
level: sorcerer/wizard 3, summoner 3
school: transmutation
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one Large or larger creature
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: no (harmless)
description:
<p>This spell makes the target creature’s footfalls shake the ground violently as he trundles, which may knock down smaller creatures as he passes by, though it also makes the target slower on land. The target’s land speed is reduced by half (round down to the nearest 5-foot increment), but each time he moves overland adjacent to a creature that is at least one size category smaller than he is, that creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw or be knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>.</p>


name: Thunderstomp
level: bloodrager 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1
school: evocation [earth]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
area: 60-ft. line
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> a creature. Attempt the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> the target, but instead of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> you can use your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and instead of your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier you can use your spellcasting ability score modifier (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> for magi and <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>; <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> for <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">rangers</a>; <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> for <a href="https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager">bloodragers</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a>). This does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>. This spell has no effect if you cannot reach the ground or floor, or if your target is not in contact with the ground or floor.</p><div style="margin-left:20px">


name: Tidal Surge
level: druid 5, shaman 5
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S
range: 30 ft. or 60 ft.; see text
area: cone-shaped burst or line; see text
duration: instantaneous
saving_throw: Reflex half
spell_resistance: no
description:
<p>If you cast tidal surge on land, you create an onrushing surge of water 10 feet high in a 30-foot cone that deals 1d6 points of bludgeoning damage for every 2 caster levels you have (maximum 10d6 at 20th level) and extinguishes all non-magical fires in the area. Magical fire effects in the area of a tidal surge are affected as if you had cast <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>. In addition to taking damage, creatures that fail their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves are pushed 1d4×5 feet away from you, and Medium or smaller creatures are also knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>.</p><p>If you cast this spell in or on a body of water at least 30 feet across, you can shape the spell either as the cone described above or as a 60-foot line. In either shape, the water deals 1d10 points of bludgeoning damage for every 2 caster levels you have in addition to pushing away creatures that fail their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves.</p>


name: Time Shudder
level: magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a tiny hourglass )
range: 30 ft.
area: 30-ft.-radius emanation centered on you
duration: 1 round
saving_throw: none
spell_resistance: yes
description:
<p>You cause a ripple in time that affects all creatures in the area. At the start of each creature’s turn, there is a 50% chance the creature is hasted (as <a href="https://www.d20pfsrd.com/magic/all-spells/h/haste/" style="font-style: italic">haste</a>); otherwise it is slowed (as <a href="https://www.d20pfsrd.com/magic/all-spells/s/slow/" style="font-style: italic">slow</a>).</p>


name: Time Stop
level: sorcerer/wizard 9
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1d4+1 rounds (apparent time); see text
description:
<p>This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the <i>time stop</i> is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the <i>time stop</i> have their normal effects on other creatures once the <i>time stop</i> ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.</p><p>You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.</p><p>You are undetectable while <i>time stop</i> lasts. You cannot enter an area protected by an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a> while under the effect of<i> time stop</i>.</p>


name: Timely Inspiration
level: bard 1
school: divination
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>A word of arcane-empowered inspiration can snatch victory from seeming defeat. Cast this spell when a creature fails an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> or skill check. The target gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> per five caster levels (maximum +3 bonus) on the attack roll or skill check retroactively. If the bonus is enough to make the failure a success, the roll succeeds. </p>


name: Tiny Hut
level: bard 3, sorcerer/wizard 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (a small crystal bead)
range: 20 ft.
effect: 20-ft.-radius sphere centered on your location
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.</p><p>The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.</p><p>The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>).</p>


name: Tireless Pursuers
level: inquisitor 4, ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a hard biscuit broken into pieces)
range: touch
duration: 1 hour/level (D)
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/tireless-pursuit">tireless pursuit</a></i>, except as noted above. </p>


name: Tireless Pursuit
level: inquisitor 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a hard biscuit)
range: personal
duration: 1 hour/level (D)
description:
<p>You harden your body against the stresses of long travel. You halve the damage caused by <a href="https://www.d20pfsrd.com/alignment-description/movement">hustling and forced marching</a>. In addition, for the duration of the spell you ignore any <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a> caused by such travel. Once the spell ends, if you still have any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> caused by the hustling or forced march, you become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a> if already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>. </p>


name: Titanic Anchoring
level: antipaladin 3, bloodrager 3, cleric 3, magus 3, paladin 3, ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a shaving of oak root)
range: personal
target: you
duration: 1 round/level
description:
<p>You become grounded and nearly immovable. You are immune to the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Pull-Ex-">pull</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Push-Ex-">push</a> special abilities, and all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Overrun">overrun</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> made by creatures your size or smaller always fail. You gain a +10 bonus to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against those <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks made by creatures larger than you.</p>


name: Toilsome Chant
level: bard 1
school: enchantment (compulsion)[mind-affecting]
casting_time: see text
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You can cast this spell as part of the action to begin an <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Inspire-Competence-Su-">inspire competence</a> <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a>. The benefit of <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Inspire-Competence-Su-">inspire competence</a> persists for as long as is necessary to complete the target’s next skill check using the chosen skill (up to a maximum of 1 hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>), even if you cease your <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a>. </p>


name: Tomb Legion
level: cleric 8, sorcerer/wizard 8
school: necromancy [evil]
casting_time: 1 standard action
components: V, S
range: medium (100 f. + 10 f./level)
effect: 3 or more mummies , no 2 of which can be more than 30 ft. apart; see text
duration: 7 days or 7 months (D); see text
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/s/shambler"><i>shambler</i></a>, except that it calls into existence 1d4+2 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/mummy">mummies</a> rather than <a href="https://www.d20pfsrd.com/bestiary/monster-listings/plants/shambling-mound">shambling mounds</a>.</p>


name: Tongues
school: divination
casting_time: 1 standard action
components: V, M/DF (a clay model of a ziggurat)
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: no
level:
alchemist 3, bard 2, cleric/oracle 4, inquisitor 2, medium 2, mesmerist 2, psychic 3, shaman 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3

description:
<p>This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. <i>Tongues</i> does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.</p><p><i>Tongues</i> can be made permanent with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a></i> spell.</p>


name: Torpid Reanimation
level: antipaladin 4, cleric 4, occultist 4, shaman 4, sorcerer/wizard 5, spiritualist 4
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M (an onyx gem worth at least 25 gp per HD of the undead )
range: touch Targets one or more corpses touched
duration: 1 day/ caster level and instantaneous (see text)
saving_throw: none
spell_resistance: no
description:
<p>This spell works like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/a/animate-dead">animate dead</a> except you set a specific condition for when the animation occurs and you do not immediately have control of the creatures. The condition can be simple, such as being touched, a certain word spoken, or on hearing a specific sound. You can also set a condition based on time, but it must occur within a number of days equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. At any time, you can cause the animation to occur as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p><p>You can gain control of any uncontrolled <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> you created with this spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> if you are within at least 60 feet of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature and have line of sight to it; if you have control of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> you created with this spell and later lose control of that <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, you can’t use this ability to regain control of the same <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>. The limit on the number of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> you can control with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/a/animate-dead">animate dead</a> still applies.</p>


name: Torrent of Elemental Rage
level: sorcerer/wizard 6
school: evocation [air, earth, fire, water]
casting_time: 1 standard action
components: V, S, M/DF
effect: persistent line of elements 30 ft. long
duration: concentration, 1 round/3 levels (see below)
saving_throw: Reflex half
spell_resistance: yes
description:
<p>A shimmering torrent of raw elemental power springs into existence, originating from your outstretched palms. The blast resembles a horizontal whirlwind of howling winds, searing fame, and tumbling shrapnel of ice and metal. Any creature in the area of effect must make a Reflex save or take 8d6 points of damage from a variety of effects—2d6 points of fire damage, 2d6 points of cold damage, 2d6 points of sonic damage, and 2d6 points of slashing damage that overcomes adamantine damage reduction.</p><p>The elemental line is an ongoing effect that persists for as long as you remain concentrating on it, up to 1 round for every three levels you possess (maximum 6 rounds). The line affects any creatures that pass through it on their turn, requiring them to make Reflex saves or take damage as noted.</p><p>On your turn you may shift the line’s position as you please. Moving the line does not cause it to sweep through intermediary squares but only affects creatures in its new area of effect.</p>


name: Touch Injection
level: alchemist 2, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>You must hold an elixir, infused extract, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>, or <a href="https://www.d20pfsrd.com/magic-items/potions" style="font-style: italic">potion</a> in hand as you cast this spell. The held substance drains from its container into a magical sac in your body. While the spell lasts, you can deliver the substance with a mere touch. To do so to an opponent, you must make a successful melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. If you hit, the substance takes effect immediately, despite any onset period, and that opponent receives the normal saving throw (if any) against the substance. In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance. If you miss, the substance remains in the magical sac for you to use later.</p><p>This spell protects you from <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> in the sac, but unless you have the poison use class feature, you suffer a 5% chance of exposing yourself to the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> when you first cast the spell. If you roll a natural 1 while attempting to inject the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> into an enemy, you are exposed to it.</p>


name: Touch of Blindness
level: antipaladin 1, bard 1, cleric 1, sorcerer/wizard 1, shaman 1, witch 1
school: necromancy [darkness, shadow]
casting_time: 1 standard action
components: V
range: touch
target: creature or creatures touched (up to one/level)
duration: 1 round/level (see text)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>A touch from your hand, which is engulfed in darkness, disrupts a creature’s vision by coating its eyes in <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> darkness. Each touch causes the target to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round unless it makes a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw. You can use this melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> up to one time per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> not used after 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is lost.</p>


name: Touch of Bloodletting
level: antipaladin 2, bloodrager 1, cleric 1, druid 1, shaman 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell causes any existing wounds that the target possesses to bleed profusely. If the creature’s current total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> are less than its maximum, this spell causes the creature to take 1 point of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage each round and become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a> for the duration of the spell. A successful DC 15 <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check or any spell that cures hit point damage negates the effects of this spell.</p>


name: Touch of Combustion
level: bloodrager 1, druid 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: instantaneous
saving_throw: Reflex negates; see text
spell_resistance: yes
description:
<p>Your successful melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> causes the target to ignite in a violent burst of flame, dealing 1d6 points of fire damage. If it fails its saving throw, the target also catches on fire. If the target catches fire, on the first round thereafter, creatures adjacent to it (including you) must each succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or take 1d4 points of fire damage.</p>


name: Touch of Fatigue
level: shaman 0, sorcerer/wizard 0, witch 0
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of sweat)
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You channel negative energy through your touch, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatiguing</a> the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration.</p><p>This spell has no effect on a creature that is already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.</p>


name: Touch of Gracelessness
level: bard 1, bloodrager 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 round/level
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>With a single touch, you reduce a creature to a fumbling clown.</p><p>The target takes a penalty to its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> score below 1.</p><p>In addition, if the subject moves more than half its speed, it falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> becomes average, and so on).</p><p>A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves the penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and negates the possibility of falling <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> or the reduction to fly maneuverabilities.</p>


name: Touch of Idiocy
level: bloodrager 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 10 min./level
saving_throw: no
spell_resistance: yes
description:
<p>With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> scores. This penalty can’t reduce any of these scores below 1.</p><p>This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.</p>


name: Touch of Madness
level: madness 2
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The touched creature gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> condition. </p>


name: Touch of Mercy
level: bard 2, cleric 2, sorcerer/wizard 2
school: enchantment (compulsion) [good, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target creature deals only <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> with all of its weapon attacks. Damage taken by creatures or objects that are not subject to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> is not converted to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal</a> and remains lethal damage. The weapon retains all of its other normal properties.</p>


name: Touch of Slime
level: alchemist 4, bloodrager 4, druid 4, sorcerer/wizard 4, witch 4
school: conjuration (creation) [disease]
casting_time: 1 standard action
components: V, S, M (a drop of acid and a black glass sphere)
target: living creature touched
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You create a coating of slime on your hand. When you make a successful melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime (Core Rulebook 416), dealing 1d3 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> per round. Anything that destroys green slime (scraping, freezing, burning, cutting, sunlight, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/r/remove-disease">remove disease</a>) destroys this slime. If the slime kills a creature, it consumes the body and then dies. It cannot transfer to a creature other than the original target, and dies if separated from the original target.</p>


name: Touch of Truthtelling
level: cleric/oracle 1, inquisitor 1, paladin 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
description:
<p>This spell functions identically to the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth">zone of truth</a>, except as noted above. The target momentarily takes on the semblance of a being of perfect order, like an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Archon">archon</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/inevitable">inevitable</a>, so that all who can see the target know it is affected by the spell. This divine guise flickers over the target for only an instant and does not allow it to pass as a member of a different race.</p><p><b>Note</b> This spell is associated with a particular deity and is more common among followers of that deity, though followers of other deities may still cast the spell if they learn it.</p>


name: Touch of the Sea
level: alchemist 1, bloodrager 1, druid 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a fish scale)
range: touch
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You cause webs to grow between the target’s fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.</p>


name: Tough Crowd
level: bard 4, inquisitor 4, mesmerist 4, psychic 3, sorcerer/wizard 4, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: 1 creature/level
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You fortify your allies against attempts to control or mislead them. Each ally in the spell’s range gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on the saving throw to resist the next <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> spell cast on it. In addition, the DC of any <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a>, or <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check to influence an affected character increases by 4 for the duration of the spell.</p>


name: Tower of Iron Will I
level: psychic 5
school: abjuration
casting_time: 1 immediate action
components: V
range: 10 ft.
area: 10-ft.-radius emanation centered on you
duration: 1 round
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>You project a fortress of mental power that blocks out the psychic energy of others, granting mental strength and resiliency to all inside the area. All creatures inside the area gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> equal to 10 + double this spell’s level against psychic magic and any <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects. Creatures inside the area don’t receive this protection against your spells or special abilities.</p><div style="margin-left:20px">


name: Toxic Blood
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M ( vial of black adder venom)
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates; see text
spell_resistance: no
level:
alchemist 3, bloodrager 3, cleric 3, druid 3, investigator 3, magus 3, ranger 3, sorcerer/wizard 3, summoner 3, witch 3

description:
<p>The target creature’s blood becomes poisonous. Anytime the target takes piercing or slashing damage, a spray of acidic blood spurts from its body in the direction of the opponent who inflicted the wound. This blood travels in a 10-foot line, striking the first creature or object it touches. A creature struck by the blood is exposed to black adder venom and must save against the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> as normal, with a DC equal to the spell’s DC.</p><p>Toxic blood can be made permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/p/permanency" style="font-style: italic">permanency</a> spell cast by a caster of 11th level or higher, at a cost of 7,500 gp.</p>


name: Toxic Gift
level: antipaladin 2, sorcerer/wizard 3
school: necromancy [poison]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous; see text
saving_throw: Fortitude negates (see text)
spell_resistance: yes
description:
<p>You can cast this spell only if you are currently poisoned. You draw upon the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> in your body and duplicate its effects in the target, which is affected by the same <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> you are, except it uses this spell’s DC instead of the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison’s</a> normal DC. If you are affected by more than one <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>, you must choose one to afflict upon the target.</p>


name: Toxic Rupture
level: druid 3, shaman 3, sorcerer/wizard 3, witch 3
school: necromancy [poison]
casting_time: 1 standard action
components: V, S, M/DF (a viper’s fang)
range: close (25 ft. + 5 ft./2 levels)
target: one poisonous creature
duration: instantaneous
saving_throw: Fort negates; see text
spell_resistance: yes
description:
<p>With a squeezing hand gesture, you cause internal bleeding in the target creature’s venom glands or similar organs. The target must attempt a saving throw against its own <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> using the DC for this spell. If it fails, the creature is poisoned and suffers the full effect of its <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>. Any subsequent saving throws that the target must attempt against the poison use the normal DC for the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> rather than this spell’s DC.</p>


name: Trace Teleport
level: psychic 4, sorcerer/wizard 5
school: divination
casting_time: 1 standard action
components: V, S, F (a magnifying lens)
range: 40 feet
area: 40-ft.-radius emanation centered on you
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>You immediately become aware of any <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effects that begin or end within the spell’s area. The spell’s area radiates from you and moves as you move. You know the exact origin point of any <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effect that originates within the spell’s area, and the exact end point of any <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effect that terminates within the spell’s area. Further, you can detect the lingering traces of any <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effect that occurred up to 1 hour previously, in the same fashion.</p><p>You intuitively know, to the nearest minute, when the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effect occurred.</p><p>Whenever you detect the origin point or termination point of any <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effect with this spell, you can study that origin point or termination point for 1 round. If you do, you can attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC = 11 + the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effect’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>), taking a –5 penalty if the effect occurred more than 1 minute ago. If you succeed, you gain a glimpse of the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effect’s termination point (if you detected an origin point) or origin point (if you detected a termination point).</p><p>This glimpse lasts long enough for you to get a brief look at the area, but not long enough to scrutinize it in detail. It doesn’t come with any geographic knowledge of the location, so it is not sufficient for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport">teleport</a> or similar magic. You can’t retry the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check, even if you cast <i>trace teleport</i> again.</p>


name: Track Ship
level: bard 2, cleric 2, sorcerer/wizard 2
school: divination (scrying) [travel]
casting_time: 1 standard action
components: V, S, F (piece of ship)
range: see text
effect: magical icon
duration: 1 hour/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>In order to cast this spell, you must have a piece of the ship you wish to track. Merchants often preserve slivers from their trade ships specifically for this purpose. You also need a nautical chart.</p><p>When you cast this spell, an icon of the targeted ship appears on the nautical chart. The icon moves as the ship moves for the duration of this spell. If the ship is not within the area delineated by the chart, the spell fails. If the ship is reduced to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, its icon changes from a ship to a skull and crossbones.</p>


name: Tracking Mark
level: bloodrager 1, cleric/oracle 1, druid 1, paladin 1, ranger 1
school: evocation
casting_time: 1 standard action
components: S, DF
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You gain a supernatural ability to detect tracks and other clues left behind by the target. You treat the DCs of all <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks made to track the target as if they were 5 lower than normal, and you gain a +5 bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks made to notice the target if it is using <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> or recognize it if it is using <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a>.</p>


name: Trade Items
level: bard 3, mesmerist 3, sorcerer/wizard 4, summoner 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, F (any held object weighing no more than 5 lbs./level)
range: close (25 ft. + 5 ft./2 levels)
target: one object weighing no more than 5 lbs./level
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You cause the target object and the object used as a focus for the spell to immediately swap places. The target object appears in your hand (or falls to the ground in your square if you are unable to hold it). The stronger the connection between the two objects, the more difficult the spell is to resist, as indicated on the table below. The modifiers are cumulative.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Similarity</th>
<th class="text">DC</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">The two objects are the same type of object (such as “keys,” “swords,” “<a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scrolls</a>”)</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">The two objects are made of the same material</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">The two objects have the same weight (accurate to the nearest ounce)</td>
<td class="number">+1</td>
</tr>
<tr>
<td class="text">The two objects are part of the same set or made +2 in the exact same mold</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">The target object has a higher gp value than the focus item</td>
<td class="number">-2</td>
</tr>
<tr>
<td class="text">The target object is tied its holder, such as a bonded item</td>
<td class="number">-2</td>
</tr>
</tbody>
</table>


name: Trail of the Rose
level: bard 2, cleric/oracle 2
school: illusion (phantasm)
casting_time: 1 standard action
components: S, V
range: touch
target: 1 rose touched
duration: 1 hour/level (D)
saving_throw: no
spell_resistance: no
description:
<p>This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell’s material component. When you cast this spell, the scent of the rose leaves a faint pink-tinged <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> that ripples and flows in the area. Only you and up to six creatures you designate upon casting the spell can see the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>. To designate a creature, you must know it well. It is not enough simply to have met that creature once or heard of the creature. When you move, this illusory scent leaves a trail, though there are no telltale signs of which direction you moved if creatures designated by this spell find a middle section of the trail. This is typically used to create backtracking method for the caster’s handpicked allies, useful for navigating in and out of mazes or labyrinthine cave complexes without leaving behind an obvious trail.</p>


name: Transfer Familiar
level: sorcerer/wizard 6, witch 6
school: evocation
casting_time: 1 standard action
components: V, S
range: touch
target: your familiar and one willing creature
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You temporarily grant control of your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> to another willing creature. You, your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>, and the target creature must all be touching each other when you cast this spell. The target gains all the benefits and abilities normally associated with having a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a>, including the ability to share spells, speak with the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>, and so on. You lose all of these benefits for the duration of the spell. If the target already has a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a>, the spell fails.</p>


name: Transfer Regeneration
level: cleric 3, druid 3, psychic 3, shaman 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 willing living creature
duration: 1 minute
saving_throw: none
spell_resistance: no
description:
<p>You bestow your regenerative abilities on the target. Your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a> stops functioning for the duration of the spell, and the target gains your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a>. For example, if you have <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a> 5 (acid or fire), your target gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a> 5 (acid or fire). This <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a> overlaps (does not stack) with any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a> the creature already has, including other castings of this spell. This spell has no effect if you don’t have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a> ability or your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a> isn’t functioning when you cast the spell.</p>


name: Transfer Tattoo
level: bard 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (tattooing needle)
range: touch
target: one magic tattoo
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>With this spell, you can transfer one <a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/tattoo-spell">magic tattoo</a> from one creature to another. A target that isn’t willing to have his tattoo removed or to receive the transferred tattoo can resist this spell with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save—if successful, the transfer fails and the caster of this spell is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round by the backlash of magical energy. A tattoo can be transferred from a dead creature in this manner to a living host, provided the body has been dead no longer than one hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Transfiguring Touch
level: alchemist 5, occultist 6, sorcerer/wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (alchemical reagents worth 1 gp or the value of the created material, whichever is more)
range: touch
target: object touched, up to 1 cubic foot per level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You create an alchemical residue on your hands that gradually converts a touched, unattended, non-magical object into iron, paper, or wood (your choice). The spell converts at most 1 cubic foot of material per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have; if the object is larger than the maximum volume, the transfiguration stops once that amount of matter has been converted. If your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is at least 14th, you can opt to create lead. If your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is at least 19th, you can opt to create precious metals.</p><p>If you create a precious metal, you must use an equivalent value of alchemical reagents as a material component (5 sp per pound of copper, 5 gp per pound of silver, 50 gp per pound of gold, 500 gp per pound of platinum).</p>


name: Transformation
level: alchemist 6, magus 6, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
range: personal
target: you
duration: 1 round/level
components:
V, S, M (a of bull’s strength , which you drink and whose effects are subsumed by the spell effects)

description:
<p>You become a fighting machine – stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can’t cast spells, even from magic items.</p><p>You gain a +4 enhancement bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-" rel="nofollow">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-" rel="nofollow">Dexterity</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-" rel="nofollow">Constitution</a>, a +4 natural armor bonus to AC, a +5 competence bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude" rel="nofollow">Fortitude</a> saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).</p><p>You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.</p>


name: Transmogrify
level: summoner/unchained summoner 4
school: transmutation
casting_time: 1 hour
components: V, S, M (a flask of quicksilver worth 1,000 gp)
range: touch
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>Your eidolon’s form shifts and transforms. This spell allows you to change any of the eidolon’s evolutions by allocating its evolution pool on new evolutions. If you have the aspect or greater aspect ability, this spell also allows you to change the evolution points spent to modify you, including removing or adding points as allowed by those abilities.</p><p>Your eidolon cannot benefit from this spell more than once per day. This spell does not allow you to change your eidolon’s base form.</p>


name: Transmute Blood to Acid
level: sorcerer/wizard 9
school: transmutation [acid, pain]
casting_time: 1 standard action
components: V, S, M (a wax doll and a vial of acid worth 10 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: concentration (maximum 1 round/5 levels)
saving_throw: Fortitude half
spell_resistance: yes
description:
<p>You transmute blood in the target’s body to acid, dealing 1d6 points of acid damage/2 levels (maximum 12d6) each round. The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> by the debilitating pain. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save each round halves the damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition for 1 round. If this damage reduces the creature to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, it dissolves, leaving only the barest trace of remains. A dissolved creature’s equipment is unaffected. Anyone who strikes the target with a non-reach melee weapon, natural weapon, or unarmed attack takes 3d6 points of acid damage as the acidic blood sprays on the attacker. If the attack is from a piercing or slashing manufactured weapon, the weapon also takes this damage.</p><p>This spell has no effect on creatures immune to critical hits or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> effects.</p>


name: Transmute Golem
level: alchemist 6, sorcerer/wizard 9
school: transmutation (polymorph)
casting_time: 8 hours
components: V, S, M (powdered metals with a variable cost, see text)
range: touch
target: golem touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You turn one type of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golem</a> into another. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golem</a> must be willing—it must be commanded to transform by its master or must be a creature able to make informed decisions that opts to submit to the spell. You must provide various powdered metals with a value equal to 150% of the difference in creation costs between the old and new type of golem, even if the new <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golem</a> type is cheaper to create. Both types of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golems</a> must share the same subtypes, if any. You cannot transmute a golem into a new type of golem with a CR higher than your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>If all of these conditions are satisfied, the old <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golem</a> completely changes to the new <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golem</a> type. Its abilities and statistics are identical to one of the new golem type, including its magic immunities and special attacks. The new <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golem</a> is still affected by any damage or conditions it suffered before the spell was cast.</p>


name: Transmute Metal to Wood
level: druid 7
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: all metal objects within a 40-ft.-radius burst
duration: instantaneous
saving_throw: none
spell_resistance: yes (object; see text)
description:
<p>This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has Spell Resistance equal to 20 + its caster level against this spell. <a href="https://www.d20pfsrd.com/magic-items/artifacts">Artifacts</a> cannot be transmuted. Weapons converted from metal to wood take a -2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.</p><p>Only <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/m/miracle">miracle</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/w/wish">wish</a>, or similar magic can restore a transmuted object to its metallic state.</p>


name: Transmute Mud to Rock
level: druid 5, sorcerer/wizard 5
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M/DF (sand, lime, and water)
range: medium (100 ft. + 10 ft./level)
area: up to two 10-ft. cubes/level (S)
duration: permanent
saving_throw: see text
spell_resistance: no
description:
<p>This spell permanently transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral).</p><p>Any creature in the mud is allowed a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to escape before the area is hardened to stone.</p><p><i>Transmute mud to rock</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/transmute-rock-to-mud"><i>transmute rock to mud</i></a>.</p>


name: Transmute Potion to Poison
level: alchemist 2
school: transmutation [poison]
casting_time: 1 standard action
components: S
range: personal
duration: 1 round then 1 minute/level; see text
description:
<p>This extract causes you to take on a pale, sickly pallor for 1 round. During this time, if you consume a <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a>, it has no effect. Instead, your mouth fills with a vile poison that you can spit onto a weapon as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. If you do not spit out the poison in 1 round, it affects you instead. The effect of the poison depends on the level of spell contained in the <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> consumed (see sidebar). If the poison is not used within 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> it becomes inert. You can only create one dose of poison in this way per casting of this spell.</p><h3>Transmuted Poisons</h3>


name: Transmute Rock to Mud
level: druid 5, sorcerer/wizard 5
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M/DF (clay and water)
range: medium (100 ft. + 10 ft./level)
area: up to two 10-ft. cubes/level (S)
duration: permanent; see text
saving_throw: see text
spell_resistance: no
description:
<p>This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a -2 penalty on attack rolls and AC. Brush or similar material thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.</p><p>If <i>transmute rock to mud</i> is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the targeted area, or half damage to those who succeed on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves.</p><p>Castles and large stone buildings are generally immune to the effect of the spell, since <i>transmute rock to mud</i> can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.</p><p>The mud remains until a successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> or <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/transmute-mud-to-rock">transmute mud to rock</a></i> spell restores its substance but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.</p><p><i>Transmute rock to mud</i> counters and dispels <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/transmute-mud-to-rock">transmute mud to rock</a></i>.</p>


name: Transplant Visage
school: transmutation [evil]
casting_time: 1 round
components: V, S, M (one corpse)
range: personal
target: you
duration: permanent
level:
alchemist 5, antipaladin 4, cleric/oracle 4, inquisitor 4, magus 5, shaman 4, sorcerer/wizard 5, witch 5

description:
<p>This spell allows you to add a creature’s stolen face to or remove such a face that you’ve already applied from your own. Before casting this spell, you must remove the face and eyes of a creature that has been <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> no longer than 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and place it over your own. Once you cast transplant visage, the creature’s stolen skin magically melds with your own, making the expressions and eye color on your new face seem perfectly natural. Your new appearance grants you a +10 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks. Because the alteration made by transplant visage is permanent, there is no residual magical aura, and your new appearance is not recognized by detect spells. Transplant visage may be cast innumerable times, allowing a single caster to wear layers upon layers of stolen faces. However, only the topmost face is visible at any one time.</p><p>Transplant visage may also be used to remove a previously stolen face. This is the only way to remove a face short of using greater <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/p/polymorph">polymorph</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/w/wish">wish</a>. When used in this way, transplant visage causes the topmost face to flake off and crumble into dust. A face so removed may not be reused. If the caster is wearing several stolen faces when the topmost face is removed, the next face down is revealed, and may be used as normal.</p>


name: Transport via Plants
level: druid 6, shaman 7
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: unlimited
target: you and touched objects or other touched willing creatures
duration: 1 round
saving_throw: none
spell_resistance: no
description:
<p>You can enter any normal plant (equal to your size or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The plants must be alive. The destination plant need not be familiar to you. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the <i>transport via plants</i> spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.</p><p>You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: a Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported by the spell must be in physical contact with one another, and at least one of those creatures must be in contact with you.</p><p>You can’t use this spell to travel through plant creatures.</p><p>The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from it.</p>


name: Trap Ward
level: sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (masterwork thieves’ tools worth 100 gp)
range: personal
target: you
duration: 10 minutes/level or until discharged
description:
<p>The protection provided by this spell comes into play whenever the caster is subjected to the effects of a magical <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a>.</p><p>The spell immediately discharges and interferes with the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap’s</a> function in an attempt to counter the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap’s</a> magic. When this occurs, make a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>. The DC of this check is equal to the trap’s <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> DC. If you’re successful, the trap ward dispels the magical effect of the trap before the effect actually manifests, effectively preventing the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> from triggering for the next 1d4 rounds and ending this spell immediately.</p>


name: Trap the Soul
level: sorcerer/wizard 8, witch 8
school: conjuration (summoning)
casting_time: 1 standard action or see text
components: V, S, M (gem worth 1,000 gp per HD of the trapped creature)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent; see text
saving_throw: see text
spell_resistance: yes; see text
description:
<p><i>Trap the soul</i> forces a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.</p><p>Depending on the version selected, the spell can be triggered in one of two ways.</p><div style="margin-left: 40px">
<p><b>Spell Completion</b>: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows Spell Resistance (if any) and a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to avoid the effect. If the creature’s name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or Spell Resistance is successful, the gem shatters.</p>
<p><b>Trigger Object</b>: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sympathy">sympathy</a> spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.</p>
</div>


name: Trapfinder’s Focus
level: alchemist 2, bard 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, F (masterwork thieves’ tools worth 100 gp)
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>If you don’t have the <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding">trapfinding</a> class ability, this spell grants you the <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding">trapfinding</a> ability of a <a href="https://www.d20pfsrd.com/classes/core-classes/rogue">rogue</a> of half your character level.</p><p>If you have the <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding">trapfinding</a> ability granted by class levels, however, this spell grants you a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on all <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> checks made to disarm mechanical (but not magical) traps. While under the effects of this spell, whenever you trigger a <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a> by rolling poorly on a <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> check, you may roll a second <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> check. This new roll uses the same modifiers as the first roll. If your second roll is high enough to avoid accidentally springing the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/" rel="nofollow">trap</a>, you avoid setting it off, but still fail to disarm it. Each time you take advantage of this feature, the remaining duration of the spell is reduced by 1 minute—if less than a minute’s worth of duration remains, the spell ends as soon as you reroll your <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> check.</p>


name: Traveling Dream
level: cleric/oracle 4, druid 4
school: divination (scrying)
components: V, DF
duration: 1 hour/level (D)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-eye">arcane eye</a>, except as noted above.</p><p>Upon casting this spell, you fall asleep for its duration, creating an invisible magic sensor that is the exact size and shape of your body, is recognizable as you, and cannot pass through spaces that your body cannot enter. Unlike the invisible sensor created by arcane eye, children of any race (no older than the human equivalent of 10) and animals can see this sensor. Sleeping creatures can sense its presence and might incorporate your image into their dreams. Force effects and abjuration spells that ward out creatures (such as magic circle against evil) are effective barriers against this sensor (regardless of your creature type, alignment, or other specifics). If you dismiss the spell or this sensor is dispelled or destroyed, you awaken.</p>


name: Treacherous Teleport
level: magus 6, occultist 6, psychic 6, sorcerer/wizard 6, spiritualist 6, summoner 6, witch 6
school: conjuration (teleportation) [ruse]
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport">teleport</a> except that you can opt to intentionally cause any number of the creatures traveling with you to suffer a mishap or arrive in a specific different location you visualize simultaneously with the original destination, or both.</p><p>Attempts to identify <i>treacherous teleport</i> with a skill check incorrectly identify it as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport">teleport</a> (see the ruse descriptor).</p>


name: Treasure Stitching
level: bard 4, cleric/oracle 5, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (a piece of embroidered cloth no larger than 10-ft. square worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level (D)
saving_throw: Fortitude negates (object)
spell_resistance: yes (object)
description:
<p>You can transform all objects placed on a cloth into an embroidered, two-dimensional representation, making it easy for you to store and transport the items. You can pile any amount or weight of objects on the cloth so long as the pile stays within the dimensions of the cloth (up to a 10-foot cube). </p><p>When you cast the spell the entire pile disappears into the cloth, replaced by a highly accurate, sewn picture of the pile from whatever angle you wish. The cloth retains its normal weight and dimensions. You can restore the pile of objects at any time as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> by unfurling the cloth and ordering the spell to end, consuming the cloth. Anyone else wishing to restore the objects must successfully dispel your spell. If the cloth is destroyed or significantly damaged, all objects held within the cloth are lost. This spell cannot affect artifacts or other sorts of similarly unique objects. </p>


name: Tree Shape
level: druid 2, ranger 3, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 hour/level (D)
description:
<p>This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control. Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss<i> tree shape</i> as a free action (instead of as a standard action).</p>


name: Tree Stride
level: druid 5, ranger 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 hour/level or until expended; see text
description:
<p>When you cast this spell, you gain the ability to step into a tree, magically infusing yourself with the plant. Once within a tree, you can teleport from that particular tree to another tree. The trees you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Type of Tree</th>
<th class="text" style="text-align: center">Transport Range</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Oak, ash, yew</td>
<td class="text" style="text-align: center">3,000 ft.</td>
</tr>
<tr>
<td class="text">Elm, linden</td>
<td class="text" style="text-align: center">2,000 ft.</td>
</tr>
<tr>
<td class="text">Other deciduous</td>
<td class="text" style="text-align: center">1,500 ft.</td>
</tr>
<tr>
<td class="text">Any coniferous</td>
<td class="text" style="text-align: center">1,000 ft.</td>
</tr>
</tbody>
</table><p>You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.</p><p>You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.</p>


name: Tremor Blast
level: adept 2, bloodrager 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You create a minor earthquake that can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> creatures. Attempt a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check and apply the result against the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> of every creature in the area. If your roll equals or exceeds a creature’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>, that creature is knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. This <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> attack does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> (though you do provoke one for casting the spell), nor are you knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> if you fail the check by 10 or more. Unlike with a regular <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> attack, you can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> any creature touching the ground, regardless of size. <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-trip-combat">Improved Trip</a> does not affect this spell in any way. Though the earthquake is small and focused on the ground, if the area is particularly unstable, the spell might cause items to topple, stones to shake loose from the walls or ceiling, and so on at the GM’s discretion.</p>


name: Trial By Fire
level: antipaladin 3, cleric 3, inquisitor 3, paladin 3
school: evocation [fire]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: instantaneous
saving_throw: None
spell_resistance: yes
description:
<p>You test a creature’s purity of convictions by exposing it to a sheet of divine fire. Unless the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> is within one step of your deity’s, the spell deals 1d6 points of damage per 2 caster levels (maximum 5d6 points of damage). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. Additionally, if the target has an element of its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> that is in direct opposition to your (chaos opposes law and evil opposes good), you can also attempt an <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check to demoralize the target as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>.</p>


name: Trial of Fire and Acid
level: bloodrager 3, cleric 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
school: evocation [acid, fire]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fortitude half (see text)
spell_resistance: no
description:
<p>The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round.</p><p>The subject can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw each round to reduce the damage by half. Dousing the target in water ends the effect (both the acid and the fire), but rolling on the ground does not extinguish the fire or affect the acid.</p>


name: Triggered Hallucination
level: bard 6, magus 6, mesmerist 6, occultist 6, psychic 6, sorcerer/wizard 6
school: illusion (phantasm) [mind-affecting]
components: V, S, M (jade dust worth 25 gp)
target: one creature
duration: permanent until triggered, then 1 minute/level
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 this spell’s phantasm has no apparent effect until a specific condition occurs. You must overcome the target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> to plant the triggered hallucination, but the target doesn’t attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the illusion until the condition occurs (at which point it receives an automatic <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, as with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/audiovisual-hallucination">audiovisual hallucination</a>). The phantasm can include auditory, olfactory, visual, tactile, and thermal elements, including intelligible speech.</p><p>You set the triggering condition (such as hearing a certain word or seeing a type of creature) when casting the spell. The event that triggers the illusion can be as general or detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger can’t be based on any quality not normally obvious to the senses, such as <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. Triggered hallucination uses the target’s senses to notice triggers.</p>


name: Triggered Suggestion
level: bard 3, sorcerer/wizard 4, witch 4 Duration 1 day/level or until completed
school: enchantment (compulsion) [language-dependent, mind-affecting]
duration: 1 day/level or until completed
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/s/suggestion">suggestion</a>, except you can use it only to specify a condition that triggers a special activity, and the subject does not remember that you made the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/s/suggestion">suggestion</a>. For example, you could use <i>triggered suggestion</i> on a palace guard to make him attack the king the next time he and the king are alone, and the guard would not remember the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/s/suggestion">suggestion</a> to do so until the trigger occurred.</p>


name: True Appraisal
level: bard 1, cleric 1, inquisitor 1, occultist 1, witch 1
school: divination
casting_time: 1 standard action
components: V, F (gold coin)
range: personal
target: you
duration: 8 hours
saving_throw: none
spell_resistance: no
description:
<p>You gain temporary insight into the value of objects. You gain 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/appraise">Appraise</a> checks, can attempt an <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a> check to determine an object’s value as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, and can take 10 on an <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a> check even if stress or distractions would normally prevent you from doing so. You know if you fail an <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a> check, and you never determine a wildly inaccurate price.</p>


name: True Creation
level: artifice 8
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M (5 x item value in misc. components)
range: 0 ft.
effect: unattended, nonmagical object, up to 1 cu. ft/level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You create a completely real, nonmagical, unattended object of any sort of matter. The volume of the item created cannot exceed 1 cubic foot per caster level. Complex items require successful <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> checks. Objects created can be used as material components.</p><p><b>Cost</b>: You must expend material components worth five times the item’s normal gold piece value (minimum 1 gp).</p>


name: True Form
level: druid 4, sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p><i>True form</i> removes any <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/p/polymorph"><i>polymorph</i></a> effect from a target creature, returning it to its true form, even against its will. Against creatures affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/p/polymorph"><i>polymorph</i></a> spell effects (such as <i>b<a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/b/baleful-polymorph">aleful polymorph</a></i> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/g/giant-form-i"><i>giant form</i></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>, maximum +15) against a DC of 11 + <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the effect. Success means that the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/p/polymorph"><i>polymorph</i></a> immediately ends. </p><p>A creature with the supernatural ability to change shape (such as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/lycanthrope">lycanthrope</a>) must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> Saving Throw or immediately revert to its true form. If it fails this first Saving Throw, the creature can attempt another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> Saving Throw to overcome the spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> that does not provoke attacks of opportunity. If this save succeeds, the spell ends and the creature is capable of changing shape once again. If the second save fails, the creature is locked in its true form for the duration of the spell, preventing any further <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/p/polymorph"><i>polymorph</i></a> effects from changing its shape. </p>


name: True Prognostication
level: cleric 8, psychic 8, shaman 8, witch 8
school: divination
casting_time: 1 week
components: V, S, M (rare incense and tonics worth 1,000 gp)
description:
<p><i>True prognostication</i> functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/divination">divination</a> except that the spell can see up to 100 years into the future. Because of the extreme unpredictability of the far-distant future, true prognostication is incredibly cryptic when used to learn about events on such large a scale.</p>


name: True Resurrection
level: cleric/oracle 9
school: conjuration (healing)
casting_time: 10 minutes
components: V, S, M, DF (diamond worth 25,000 gp)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/r/raise-dead"><i>raise dead</i></a>, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).</p><p>Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no negative levels (or <i>loss of*</i> <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> points) and all of the prepared spells possessed by the creature when it died.</p><p>You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures.</p><p>Even <i>true resurrection</i> can’t restore to life a creature who has died of old age.</p>


name: True Seeing
school: divination
casting_time: 1 standard action
components: V, S, M (an eye ointment that costs 250 gp)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 6, cleric/oracle 5, druid 7, inquisitor 5, magus 6, shaman 5, sorcerer/wizard 6, summoner 5, unchained summoner 6, witch 6

description:
<p>You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/b/blur">blur</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/displacement">displacement</a> effects, sees <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.</p><p>True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/c/clairaudience-clairvoyance">clairaudience/clairvoyance</a>.</p>


name: True Skill
level: alchemist 1, bard 1, magus 1, medium 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: S, V
range: personal
target: you
duration: 1 minute/level
description:
<p>When faced with an important situation, you grant yourself a magical edge to ensure your success. When casting this spell, select one skill for which you can attempt a skill check. The next time you attempt a skill check using the selected skill (before the spell’s duration ends), you gain an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on the check equal to 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (minimum 1).</p>


name: True Strike
level: alchemist 1, bloodrager 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, F (small wooden replica of an archery target)
range: personal
target: you
duration: see text
description:
<p>You gain temporary, intuitive insight into the immediate future during your next attack. Your next single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealed</a> target.</p>


name: Truespeak
level: bard 4, cleric 6, sorcerer/wizard 5, witch 5
school: divination
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 minute/level
description:
<p>You can communicate with any creature that is not mindless. As long as you can be heard, your speech is understandable to all creatures, each of which hears you as though you were conversing in its language or other natural mode of communication, and you hear their responses as though in your own native language. You may ask questions and receive answers, though this spell does not make creatures more friendly or cooperative than normal, and non-sentient creatures may give limited responses. While using truespeak, your language-dependent effects can affect any creature that is not mindless.</p>


name: Tsunami
level: druid 9, shaman 9, sorcerer/wizard 9
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
effect: 10-ft.-deep wave 10 ft. wide/level and 2 ft. tall/level
duration: 5 rounds
saving_throw: see text
spell_resistance: no
description:
<p>You create a massive wave of water that then moves in a straight line across water or land-you select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course. Over the surface of open water, the wave travels at a speed of 60 feet per round-on land or underwater, the wave travels at a speed of 30 feet per round.</p><p>Creatures struck by a tsunami take 8d6 points of bludgeoning damage (a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves this damage).</p><p>In addition, the tsunami makes a special <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> check against any creature it strikes-the wave’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + your relevant spellcasting ability score modifier (whichever is highest) + 8 (for the wave’s size). If this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> check defeats a creature’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>, the creature is knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> and carried along by the wave. A creature carried along by a tsunami can attempt to escape the wave on its turn as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> by making a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> or <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> check opposed by the wave’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> check-if a creature fails to escape, it takes another 6d6 points of bludgeoning damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save for half ) and continues being carried along by the wave.</p><p>Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave’s journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through its space-if this is enough to destroy the object or structure, the remains are carried along by the wave. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement">Freedom of movement</a> prevents a creature from being carried along by a tsunami but does not prevent damage caused by it hitting a creature.</p><p>A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.</p>


name: Twilight Haze
level: mesmerist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: illusion (shadow) [darkness, shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: fog spreads in 20-ft. radius
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You create a gray haze that obscures sight (as <a href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud/" style="font-style: italic">fog cloud</a>) and causes the illumination level within it to drop one step (as <a href="https://www.d20pfsrd.com/magic/all-spells/d/darkness/" style="font-style: italic">darkness</a>). Since this spell produces an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> rather than a true physical fog, it is unaffected by wind and can be cast underwater.</p>


name: Twilight Knife
level: bloodrager 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a small knife)
range: close (25 ft. + 5 ft./2 levels)
effect: floating knife of force
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You create a darkly sinister floating knife that attacks the same creature as you each round. If you choose not to attack a creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round.</p><p>The knife uses your base <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> modified by either your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus (whichever is higher) when making this attack. Unless you specifically will it to do otherwise, or it proves impossible to do so, the knife always maneuvers itself so that it can flank your opponent before making the attack. The knife deals 1d4 points of force damage on a successful hit and has the same threat range and critical multipliers as a normal dagger. In addition, if the target is denied a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> or the knife flanks the target, the knife can make sneak attacks as a <a href="https://www.d20pfsrd.com/classes/core-classes/rogue">rogue</a>, inflicting an extra 1d6 points of force damage per four caster levels on a successful attack.</p><p>A <i>twilight knife</i> cannot be attacked or harmed by physical attacks, but <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/"><i>dispel magic</i></a></i>, <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate/"><i>disintegrate</i></a></i>, <i>a <a href="https://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/sphere-of-annihilation">sphere of annihilation</a></i>, or a <i><a href="https://www.d20pfsrd.com/magic-items/rods/rod-of-cancellation">rod of cancellation</a></i> affects it. A <i>twilight knife</i>‘s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> against touch attacks is 12 (10 + <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> for Tiny object) plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier.</p><p>If an attacked creature has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance<i></i></a>, you 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<i></i></a> the first time the <i>twilight knife</i> strikes it. If the knife 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>


name: Twin Form
level: alchemist 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (a blend of soil and the caster’s blood)
range: personal
duration: 1 round/level or until discharged (D)
description:
<p>This extract splits a perfect double of yourself from your body, dressed and equipped exactly as you are. You are able to shift your consciousness from one body to the other once each round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. This shift takes place either immediately before your turn or immediately after it, but not during the round. You may act normally in the body you inhabit. Your other self is treated as though <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a>, except it may take a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> each round during your turn. Your twin cannot speak while you are in your other body, and cannot flank, make attacks of opportunity, or otherwise threaten enemies. </p><p>Both you and your twin have the same statistics and start with the number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> you had when you ingested the extract. Once you have split, these <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> are tracked separately. Any spells, extracts, or magical effects (such as from potions) that were active when you ingested the extract are active for both you and your twin. If any such effects expire, are dispelled, dismissed, or otherwise used or ended, they end for both of you. Extracts or spells cast after you split affect you and your twin as though you were two separate targets. Your equipment is linked between your two selves, and if an item on one is consumed or destroyed, its duplicate is used up or destroyed as well. </p><p>The body you do not inhabit crumbles into dust when the extract’s duration expires or is dismissed. If the body you inhabit is destroyed, you immediately shift to your surviving self and the extract immediately ends. The body you left behind crumbles into dust, and you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> until the start of your next turn. If the body you do not inhabit is destroyed, the extract also ends immediately, but you suffer no ill effects. </p><p>You have no special ability to sense what your second body is experiencing, though you immediately know if it has been destroyed. You may switch between bodies at any distance on the same plane. If your bodies cross into separate planes (including through the use of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport"><i>teleport</i></a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/b/blink"><i>blink</i></a>), the body you inhabit survives, while your other body is destroyed. </p>


name: Twine Double
level: sorcerer/wizard 3
school: illusion (shadow)
casting_time: 10 minutes
components: V, S, M (cloth and twine)
range: 0 ft.
effect: one duplicate creature
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>As simulacrum, except you can only duplicate yourself, and the duplicate is created from cloth and twine rather than ice and snow. The double looks exactly like you except its eyes are balls of twine (DC 10 Perception check to recognize double’s strange eyes). It wears clothing and gear that appear exactly like what you are wearing at the time of casting. Its copies of your magic items are nonfunctional but radiate magic and have the same auras as your items. Its aura is identical to yours. Attempts to scry you while the double exists have a 50% chance of targeting the double instead of you.</p><p>The double cannot attack, has no special abilities, and has a +0 bonus on all saves and checks. You may verbally give the double orders as a free action, or control it telepathically as a standard action. You know what the double is experiencing, and when controlling it telepathically you can see and hear everything it sees and hears, though events at your location may drown out the sensory inputs from the double. The double has hit points equal to half your hit points at the time of casting. If brought to 0 hit points, it is destroyed, reverting to cloth and twine. The double is an animated object.</p>


name: Twisted Futures
level: bard 1, cleric 2, druid 1, shaman 1, sorcerer/wizard 2, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M (a small die with the faces scratched off)
range: close (25 ft. + 5ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures. A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result (like the swashbuckler’s charmed life ability) or to choose the die result in lieu of rolling (like the <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard’s</a> prescience school power or the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/cyclops">cyclops’s</a> flash of insight ability). This doesn’t affect abilities that force a creature to take the lower of two rolls, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/i/ill-omen">ill omen</a> or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/fey/gremlins/gremlin-pugwampi">pugwampi’s</a> unluck aura. A <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/cyclops">cyclops</a> can’t use its flash of insight ability to save against this spell.</p>


name: Twisted Innards
level: alchemist 2, magus 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a cocoon tied with string)
range: personal
target: you
duration: 1 minute/level
description:
<p>For the duration of this spell, your vital organs writhe, shift, and move about, making it difficult to strike you in a vulnerable area. While this spell is in effect, critical hits and <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attacks</a> against you have a 25% chance of failing to inflict any additional damage—though you still take the normal damage from the attack. At 7th level, the chance to ignore additional damage increases to 50%, while at 13th level the chance increases to 75%.</p>


name: Twisted Space
level: magus 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a length of wire bent into a circle)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>You distort the space around a creature, twisting the path of its melee attacks unpredictably, but always toward a nearby creature that the target threatens. Until the start of your next turn, melee attacks made by the target creature affect a random target instead of their intended target.</p>


name: Umbral Infusion
level: alchemist 4, antipaladin 4, cleric 4, occultist 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4
school: necromancy [shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one mindless undead creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You infuse the target mindless <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature with power drawn from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>, immediately granting it the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1">advanced creature</a> simple template. It gains a +2 bonus on all rolls, including damage rolls, a +2 bonus to special ability DCs, a +4 bonus to AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>, and 2 additional <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Die</a>. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s destructive instincts take hold for the duration of this spell, and any attempts to control or command the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature have a 50% chance of failing; if uncontrolled, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature attacks any living creatures it sees.</p><p>This spell has no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures that already have the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1">advanced creature</a> template.</p><div style="margin-left: 20px">


name: Umbral Strike
school: necromancy (shadow) [darkness]
casting_time: 1 standard action
components: V, S, M (a black crossbow bolt)
range: medium (100 ft. + 10 ft./level)
target: 1 creature
duration: 1 round/level
saving_throw: Fortitude partial
spell_resistance: yes
level:
cleric 7, druid 7, inquisitor 6, magus 6, occultist 6, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, witch 7

description:
<p>You create a bolt of dark energy and use it to make a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> that ignores <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (but not total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>).</p><p>If you hit, the target takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d6). Half of this damage is cold damage and half of it is negative energy. The bolt’s shadow expands and covers the target, rendering him <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> for the duration of the spell. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves the damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> condition.</p>


name: Umbral Weapon
level: antipaladin 2, bard 2, magus 2, sorcerer/wizard 2, witch 2
school: illusion [cold, shadow]
casting_time: 1 standard action
components: V, S, M (a pair of miniature swords)
range: touch
target: melee weapon touched
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
<p>A shadowy afterimage trails behind the targeted weapon, potentially damaging foes even when the weapon misses.</p><p>Once per round, when the weapon’s wielder misses a creature with the target weapon, the wielder can reroll the attack. If the reroll hits, the spell hits the targeted creature and deals 1d8 points of cold damage, plus 1 additional point per 2 caster levels (maximum +10). If an attacked creature has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, you must attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (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 spell damages the target.</p><p>If the creature successfully resists <i>umbral weapon</i>, the spell is dispelled. If not, the creature takes damage as normal.</p>


name: Unadulterated Loathing
level: antipaladin 2, bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You fill the target with a terrible loathing aimed at a specific creature. At the time of the casting, you designate a single creature as the object of the target’s revulsion. Thereafter, the target does all it can to remain at least 60 feet away from the object of its loathing. As soon as the target moves within this range, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> until it can again get away from the object of its revulsion. If traveling beyond 60 feet of the object of its loathing would place the target in obvious physical danger, the target can attempt a second save to break the spell’s effect.</p><p><i>Unadulterated loathing</i> counters <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/reckless-infatuation/"><em>reckless infatuation</em></a>.</p>


name: Unbearable Brightness
level: alchemist 4, sorcerer/wizard 4, witch 4
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: personal and 30 ft. (see text)
area: 30-ft.-radius emanation centered on you
duration: 1 round/level
saving_throw: none and Reflex partial (see text)
spell_resistance: no and yes (see text)
description:
<p>Your body glows with a terrible light. Creatures within 30 feet of you that can see you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> (no saving throw). Creatures with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a> must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>. This <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/l/light">light</a> counts as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daylight">daylight</a> for the purpose of affecting <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> effects (and vice versa). If the emanation enters an area under the effect of magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> (or vice versa), both effects are temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Dazzled and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> conditions from your <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/l/light">light</a> end when the spell ends or when the creature is out of line of sight.</p>


name: Unbreakable Construct
level: sorcerer/wizard 5
school: abjuration
casting_time: 1 standard action
components: V, S, M (powdered adamantine worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one construct
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>This spell increases the target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">DR</a>/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> by 5 or its <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> by 5. If the target does not have <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">DR</a>/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> or <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a>, this spell has no effect.</p>


name: Unbreakable Heart
level: bard 1, cleric/oracle 1, paladin 1, ranger 1, shaman 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: 1 creature
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target creature gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> against mind-affecting effects that rely on negative emotions (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/c/crushing-despair">crushing despair</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/r/rage">rage</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/f/fear">fear</a> effects) or that would force him to harm an ally (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/c/confusion">confusion</a>). If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. It does not affect mind-affecting effects based on positive emotions (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/g/good-hope">good hope</a> or the <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Inspire-Courage-Su-">inspire courage</a> <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bard</a> ability). A creature can still be charmed or otherwise magically controlled while under this spell’s effects, but if such a creature ever receives a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> against that effect as a result of being ordered to attempt to harm or otherwise oppose a true ally, he can roll that <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> twice and take the better result as his actual roll.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/calm-emotions">Calm emotions</a> counters and dispels <i>unbreakable heart</i>.</p>


name: Uncanny Reminder
level: mesmerist 6, psychic 8, spiritualist 6, summoner 6, wizard/sorcerer 8
school: conjuration
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature Duration 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell creates an animated replica of the target drawn from the target’s subconscious. This living memory is an animated form of the target’s negative thoughts and emotions and is intent on destroying the target entirely. The living memory appears to be an exact replica of the target creature, but upon inspection it is obviously a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>. It uses the statistics of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork">clockwork</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Angel">angel</a> except that it has an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> of 10 and does not have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-clockwork">clockwork</a> trait, the enhance weapon ability, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to electricity. If the living memory is destroyed, it vanishes entirely, including any replicas of equipment.</p><p>You do not control the living memory. The living memory constantly attacks the target. The nature of the living memory causes the target to become unsettled. Roll on the following table to determine how the target acts while the living memory is in sight. If the result offers a saving throw, the DC is equal to that of this spell. The result remains in effect for as long as the living memory is in sight. If the target loses sight of the living memory and then sees it again, roll on the chart again.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th>d%</th>
<th>Behavior</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number" style="text-align: center;">1–20</td>
<td class="number">Target is unaffected</td>
</tr>
<tr>
<td class="number" style="text-align: center;">21–35</td>
<td class="number">Target takes a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a></td>
</tr>
<tr>
<td class="number" style="text-align: center;">36–50</td>
<td class="number">Target takes a –2 penalty on saving throws</td>
</tr>
<tr>
<td class="number" style="text-align: center;">51–65</td>
<td class="number">Target takes a –4 penalty on ability checks, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, saving throws, skill checks, and weapon damage rolls</td>
</tr>
<tr>
<td class="number" style="text-align: center;">66–75</td>
<td class="number">Target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> negates)</td>
</tr>
<tr>
<td class="number" style="text-align: center;">76–85</td>
<td class="number">Target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> by the living memory (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates)</td>
</tr>
<tr>
<td class="number" style="text-align: center;">86–95</td>
<td class="number">Target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> by the living memory (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates)</td>
</tr>
<tr>
<td class="number" style="text-align: center;">96–100</td>
<td class="number">Target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> negates)</td>
</tr>
</tbody>
</table>


name: Unconscious Agenda
level: bard 6, inquisitor 6, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 10 minutes
components: V
range: Close (25 ft. + 5 ft./2 levels)
target: One humanoid
duration: One week/level or until discharged (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell plants a subconscious directive in the target’s mind that forces him to act as you dictate when specific circumstances arise. The target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> can be either conscious or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>, but must understand your language. Upon casting this spell, you must state a course of action you wish the target to take. This course of action must be described in 20 words or fewer. You must then state the condition under which you wish the target to take this action, also describing it in 20 or fewer words. Actions or conditions more elaborate than 20 words cause the spell to fail. <i>Unconscious agenda</i> cannot compel a target to kill himself, though it can compel him to perform exceedingly dangerous acts, face impossible odds, or undertake almost any other course of activity. You cannot issue new commands to the target after the spell is cast.</p><p>If the target fails his save against this spell, he is not compelled to act in any way until the specified trigger circumstances are encountered. He also has no knowledge of the details of the spell affecting him, and has no memory of the last 10 minutes (although he might come to notice the missing time or the presence of the caster). He can function as he wishes until the events you detailed as the condition take place. Upon experiencing the prerequisite condition, the target is forced to perform the course of action you described as per the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-person">dominate person</a>. (If the compelled action is against the victim’s nature, he immediately gains a new saving throw at a +5 bonus against the spell to end its effects.) For the next hour, the target acts as you dictated, doing all he can to fulfill your command. If, at the end of the hour, the target still has not completed your command, the target is released from the <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> and the spell ends. Once the course of action is completed, the spell ends. The target has full memory of acts performed during this hour.</p><p>It’s difficult to detect an <i>unconscious agenda</i> before the spell is triggered. Casting <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> on one affected by it only reveals an aura of <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> if the caster of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> has a higher <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> then the caster of <i>unconscious agenda</i>. Even if the spell is detected, it can only be removed by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/b/break-enchantment">break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/r/remove-curse">remove curse</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/w/wish">wish</a>. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">Dispel magic</a> does not affect <i>unconscious agenda</i>.</p>


name: Undead Anatomy
level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>When you cast this spell, you can assume the form of any Small or Medium corporeal creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> type, which must be vaguely <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>-shaped (like a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul">ghoul</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium">skeleton</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a>). You gain a bite attack (1d6 for Medium forms, 1d4 for Small forms), two claw or slam attacks (1d6 for Medium forms, 1d4 for Small forms), and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>.</p><p>In this form, you detect as an undead creature (such as with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-undead">detect undead</a>, but not with magic that reveals your true form, such as <a href="https://www.d20pfsrd.com/magic/all-spells/u/t/true-seeing" style="font-style: italic">true seeing</a>) and are treated as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as <a href="https://www.d20pfsrd.com/magic/all-spells/u/s/searing-light" style="font-style: italic">searing light</a>).</p><ul>
<li><b>Small undead</b>: If the form you take is that of a Small undead, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>.</li>
<li><b>Medium undead</b>: If the form you take is that of a Medium undead, you gain a +2 size bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and a +2 natural armor bonus.</li>
</ul><div style="margin-left: 40px">


name: Undead Beacon
level: antipaladin 2, cleric 2, inquisitor 2
school: necromancy (haunted) [emotion, evil, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You shroud an area in unclean influence, rendering those who pass through it and fail their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throws more enticing to ravenous <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>. When an affected creature comes within 60 feet of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, the spell immediately draws the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s attention, granting it a +4 bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks to notice the affected creature and on saving throws to resist spells that hide or disguise the affected creature (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/h/hide-from-undead">hide from undead</a>). Once the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature notices the affected creature, it feels compelled to kill and devour the affected creature, and gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> made against the affected creature and a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> on saving throws against the affected creature’s spells and special abilities. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> also ignores any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> less than total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> that an affected creature has. Each time the spell draws an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s attention to an affected creature, the spell’s <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>-like manifestation occurs during that round.</p><p class="divider">HAUNT STATISTICS</p><p><b>Notice</b> <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC 20 (to see a pale light briefly in the area); <b>hp</b> 2 hp/level; <b>Trigger</b> proximity; <b>Reset</b> none</p>


name: Undeath Inversion
level: cleric/oracle 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, F/DF (a gold piece with one scratched face)
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature
duration: 1 round/level (D); see text
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>You alter an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s energy affinity so that it takes damage from negative energy and gains healing from positive energy, as if it were a living creature. If the target was able to <a href="https://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-">channel negative energy</a> or produce negative energy effects (such as inflict spells), these abilities produce positive energy instead, healing living targets and harming the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>. The target cannot impose <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> on other creatures for the duration of the spell. The target’s creature type does not change, and it is still considered an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> that does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>.</p>


name: Undeath Sense
level: alchemist 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, M/DF (ashes from an urn)
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You grant the target the ability to pick up on the subtle scents and disturbances to the natural order that are specific to the living <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>, granting the target the ability to sense the presence of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures. The target is constantly aware of whether there are any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> auras within 60 feet of her in any direction. If at least one <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> aura is present, the target can concentrate on the spell’s effects in order to gain more information on the auras present. This functions similarly to <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-undead" style="font-style: italic">detect undead</a>, except the number of rounds of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> needed to learn about the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> auras is reduced by 1 (1 round to learn the number of auras, and 2 rounds to learn the strength and location of each aura).</p>


name: Undeath Ward
level: cleric 5, inquisitor 4, sorcerer/wizard 6, witch 6
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (powdered silver)
range: 10 ft.
area: 10-ft.-radius emanation, centered on you
duration: 1 minute/level (D)
saving_throw: none or Will negates (see text)
spell_resistance: yes
description:
<p><i>You create a pale silver barrier that repels <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>.</i></p><p>Mindless <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> and intelligent <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> with fewer <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> than your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> cannot enter the area or penetrate the barrier. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a> of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> equal to or greater than your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> can pass through this barrier by making a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save against the spell, but as they do so, they take 3d6 points of damage. Once an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature makes its save against this spell and takes this damage, it can come and go without further penalty. This spell may only be used defensively, not aggressively. Forcing an undeath ward against creatures that the spell keeps at bay collapses the barrier.</p>


name: Undeath to Death
level: cleric/oracle 6, inquisitor 6, sorcerer/wizard 6
school: necromancy
components: : V, S, M/DF (diamond powder worth 500 gp)
area: several undead creatures within a 40-ft.-radius burst
saving_throw: Will negates
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/c/circle-of-death">circle of death</a>, except that it destroys undead creatures as noted above.</p>


name: Underbrush Decoy
level: druid 1, ranger 1, shaman 1
school: transmutation
casting_time: 1 swift action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one non-creature plant of size Tiny, Small, or Medium
duration: 1 round
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You cause a plant to rustle noisily, distracting nearby creatures.</p><p>You can attempt a <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> check to create a distraction to hide, using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier in place of your total <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> skill bonus and applying the result to all creatures within 30 feet. You count the target as distracted, as do any creatures that knew about your distraction in advance. Creatures might not be distracted if they detect you casting the spell or otherwise anticipate your subterfuge.</p>


name: Undetectable Alignment
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object
duration: 24 hours
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
alchemist 2, antipaladin 2, bard 1, cleric/oracle 2, inquisitor 2, mesmerist 1, paladin 2, psychic 2

description:
<p>An <i>undetectable alignment</i> spell conceals the alignment of an object or a creature from all forms of divination.</p>


name: Undetectable Trap
level: antipaladin 2, occultist 3, ranger 2
school: illusion (glamer)
casting_time: 10 minutes (see text)
components: V, S, M (a square of black silk worth 50 gp)
range: touch
target: trap touched
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You shroud a single trap with a powerful <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> to make it more difficult to locate. Spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> can’t locate any <a class="spell" href="https://www.d20pfsrd.com/magic-aura">magic aura</a> from either the target trap or from <i>undetectable trap</i>. Furthermore, a character under the effect of the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/f/find-traps">find traps</a> spell doesn’t receive an automatic chance to locate the target <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a> when she comes within 10 feet of it, and the bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/f/find-traps">find traps</a> doesn’t apply to attempts to notice the target <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a>. Add 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> to the DC for any creature without the <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding">trapfinding</a> class ability to notice the target <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a> with <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks.</p><p>A <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">ranger</a> with the <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">ranger</a> traps class feature can cast this spell on a <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">ranger</a> <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a> he creates as part of the same action he uses to prepare a <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">ranger</a> <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a>. This doesn’t reduce the spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> if such a <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">ranger</a> casts this spell on an ordinary <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a>, even one that he created himself using <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> (traps).</p>


name: Undine’s Curse
level: sorcerer/wizard 1, witch 1
school: necromancy [curse, evil]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target loses its body’s natural ability to breathe automatically. As long as it remains conscious and is able to take physical actions, it keeps breathing and is able to function normally. If it is ever <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> (including sleeping) or unable to take physical actions, it stops breathing, must hold its breath, and might begin to suffocate.. Creatures that do not have to breathe are immune to this spell.</p>


name: Unerring Tracker
level: alchemist 5, druid 6, occultist 4, ranger 4
school: divination
casting_time: 10 minutes
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
<p>During this spell’s duration, you can touch the sign of a creature’s passage that you have identified using the <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> skill to make the other steps in the creature’s path perfectly clear to you, no matter how minute. This trail can’t be more than 24 hours old. You can follow the trail at any speed, provided you have line of sight to the trail. You can distinguish the trail of the particular creature followed even if it joins and splits with other trails. Once you have selected a trail to follow using this spell, it can’t be changed.</p><p>The spell is unable to follow <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> or interplanar travel for any distance. The trail appears to end where the creature teleported (though a successful <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check allows you to determine the method of <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a>, if a spell was used). Unerring tracker can’t track creatures under the effect of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/p/pass-without-trace">pass without trace</a> spell, as those creatures leave no trail at all, but can track creatures using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/n/nondetection">nondetection</a> (though not <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/m/mind-blank">mind blank</a>).</p><p>This spell can be used to track flying creatures, but the trail must at least begin on a solid surface.</p><p>This spell doesn’t reveal the creature’s current position or any shorter path than the one it followed (for instance, it will not reveal that the creature doubled back upon the trail until you reach the point where the creature turned around.) It doesn’t reveal traps or other hazards along the trail.</p>


name: Unerring Weapon
level: bloodrager 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a> grants a +2 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> to confirm <a href="https://www.d20pfsrd.com/gamemastering/combat/#TOC-Critical-Hits">critical hits</a> plus 1 additional bonus point per four <a href="https://www.d20pfsrd.com/magic/#TOC-Caster-Level">caster levels</a> (maximum total bonus +7). If the spell is cast on projectiles, the effect ends on a specific projectile whenever that projectile is used to make an attack, regardless of whether the attack hits. For this spell, <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-thrown-shuriken/">shuriken</a> are considered projectiles.</p>


name: Unfetter
level: summoner/unchained summoner 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a broken chain)
range: medium (100 ft. + 10 ft./level)
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>This spell breaks the life link between you and your eidolon. This spell allows your eidolon to venture more than 100 feet away from you without penalty. It can travel any distance while this spell is in effect without penalty, but if the spell expires while the eidolon is farther than 100 feet away, it immediately loses <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> as normal for distance and is possibly sent back to its home plane. While this spell is in effect, you cannot sacrifice <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> to prevent damage to your eidolon. Damage that would be transferred due to the life bond ability is not transferred. If you attempt to use the transposition ability while this spell is in effect, you must roll on the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport"><i>teleport</i></a> mishap table, using the “studied carefully” row. </p>


name: Unflappable Mien
level: bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a diamond clasp, brooch , or pin worth at least 100 gp)
range: personal
target: you
duration: 10 minutes/level or until discharged; see text
description:
<p>When a creature attempts to touch you with an attack (such as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>, an <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a>, an attack with a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapon</a>, or a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>), it feels a field of force blocking its way. It can choose to abandon the attempt, losing its action, or to push through the ward. If it pushes through, you can trigger a wave of force against that creature. This discharges the spell, deals 1d4 points of force damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d4), and pushes the creature back 5 feet. If the creature cannot be pushed back 5 feet (if a solid surface is directly behind it, for example), it takes 2d4 additional points of force damage. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw halves the total amount of force damage the creature takes.</p><p>Members of the <a href="https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sanctified-prophet">Sanctified Prophet</a> prestige class can cast this spell, even though it is not a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/divination">divination</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a>.</p>


