# spell

name: Secret Sign
level: bard 1, inquisitor 1, shaman 1, sorcerer/wizard 2, witch 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (a lemon peel)
range: touch
target: one creature or object
duration: 1 day/level
saving_throw: Will negates (object)
spell_resistance: yes (harmless, object)
description:
<p>You invisibly inscribe a small mark or short message (no more than 25 words) on a creature or object, similar to the way <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/a/arcane-mark">arcane mark</a> works. The sign can be no more than 6 inches across, and if it’s a written message, it can be in any language you can read and write at the time of the spell’s casting. As you cast the spell, you can define one auditory, olfactory, tangible, or visual criterion—such as all creatures wearing green bands on their left arms or only creatures who smell of lavender or only <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orc">orcs</a>—that allows designated creatures within 30 feet to see the secret sign.</p><p>Disguises and illusions that mimic the set criterion can fool this spell. Normal darkness doesn’t conceal a visual trigger, but magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/i/invisibility">invisibility</a> does. Auditory criteria (such as a password) and tangible criteria (such as pressing your hand against a specific object or wall) can be performed by anyone who learns of them. A secret sign cannot distinguish <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, level, Hit Dice, or class except by external garb, but can differentiate apparent races, genders, and garments. See <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/i/invisibility">invisibility</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/i/invisibility-purge">invisibility purge</a> reveal the sign, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/g/glitterdust">glitterdust</a> does not.</p><p>A caster of at least 10th level can make secret sign permanent on an object with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell using 5,000 gp of diamond dust as a material component.</p>


name: Secret Speech
level: bard 1, cleric 2, inquisitor 1, shaman 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no (harmless)
description:
<p>This spell grants the target the ability to send secret messages embedded within normal speech. This is similar to the secret messages ability of the <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> skill, but no check is needed; the speaker’s intended recipient always understands the hidden message perfectly, but other listeners cannot perceive the message at all. The target can send only one message at a time, though it can send that message to multiple listeners.</p><p>The secret message is considered to be in the same language the target is speaking, and intended recipients hear and understand both the actual speech and the secret message. The target can make itself understood as far as its voice carries.</p><p>For example, at a fancy noble’s wedding, a jealous former suitor casts this spell on himself before making a speech. Everyone hears his glowing words of praise, but only his allies hear his secret message instructing them to attack the groom.</p>


name: Secret Vault
level: sorcerer/wizard 8, witch 8
school: conjuration (summoning)
target: one chamber and up to 10 cu. ft. of goods/ caster level
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/secret-chest">secret chest</a>, except it affects a small structure, vault, or oversized chest. Living creatures within a secret vault don’t cause the spell to fail. While the vault is stored on the Ethereal Plane, living creatures within the vault don’t need to eat, drink, or breathe, but they can’t leave the vault except via magic such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/plane-shift">plane shift</a>. The vault used as a focus for secret vault must cost at least 25,000 gp, and its replica costs 250 gp. A secret vault has only a 1% cumulative chance per day of becoming irretrievably lost after 360 days.</p>


name: Secret Workshop
level: medium 4, mesmerist 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 5
school: abjuration
components: V, S, M (diamond dust worth 150 gp)
range: close (25 ft. + 5 ft./2 levels)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/nondetection">nondetection</a> except as noted above. You can exclude any creatures or objects in the spell’s range when casting this spell, if you wish.</p>


name: Secure Shelter
level: bard 4, sorcerer/wizard 4, witch 4
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M (a chip of stone, sand, a drop of water, and a wood splinter)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-square structure
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. The lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.</p><p>The shelter must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise – it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).</p><p>The door, shutters, and even chimney are secure against intrusion, the former two being secured with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-lock">arcane lock</a> and the latter by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alarm">alarm</a> spell. Finally, an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/unseen-servant">unseen servant</a> is conjured to provide service to you for the duration of the shelter.</p><p>The <i>secure shelter</i> contains crude furnishings – eight bunks, a trestle table, eight stools, and a writing desk.</p>


name: Seducer’s Eyes
level: bard 2, sorcerer/wizard 2, witch 2
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level (D)
description:
<p>You gain a bonus on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skill checks equal to 1 +1 for every 4 caster levels you possess (to a maximum of +5), but only when interacting with those who might conceivably find you sexually attractive. You do not gain this bonus against those you or your allies are attacking or threatening.</p>


name: See Alignment
level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M (eye of newt)
range: personal
target: you
duration: 1/round per level
description:
<p>When you cast this spell, select a single <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> (such as <a href="https://www.d20pfsrd.com/alignment-description/additional-rules#TOC-Lawful-Good">lawful good</a> or <a href="https://www.d20pfsrd.com/alignment-description/additional-rules#TOC-Chaotic-Evil">chaotic evil</a>). Creatures of that <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> glow with a ghostly radiance while they are within your vision. Though you can see this radiance, other creatures cannot. Spells and effects that obscure <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/undetectable-alignment/">undetectable alignment</a>, also obscure the effects of this spell.</p>


name: See Beyond
level: cleric 3, shaman 3, witch 3, sorcerer/wizard 3
school: divination [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 300 gp)
range: personal
target: you
duration: 24 hours or until discharged
description:
<p>You attune your mind and your sight to the hidden world of spirits.</p><p>You gain a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks; this <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> increases to a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks to find <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creatures or objects, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures or objects, or things that exist only on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>. Additionally, at any time during the spell’s duration, you can push your ethereal vision even further as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. When you do, you can see through solid objects (as if using a <a class="spell" href="https://www.d20pfsrd.com/magic-items/rings/ring-of-x-ray-vision">ring of x-ray vision</a>) for 5 rounds. After this time, the spell ends.</p>


name: See Invisibility
school: divination
casting_time: 1 standard action
components: V, S, M (talc and powdered silver)
range: personal
target: you
duration: 10 min./level (D)
level:
alchemist 2, bard 3, bloodrager 2, inquisitor 2, mesmerist 3, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2, witch 2

description:
<p>You can see any objects or beings that are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> within your range of vision, as well as any that are <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a>, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> creatures.</p><p>The spell does not reveal the method used to obtain <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisibility</a>. It does not reveal <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusions</a> or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealed</a>, or otherwise hard to see.</p><p><i>See invisibility</i> can be made permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/" style="font-style: italic">permanency</a> spell.</p>


name: See Through Stone
level: druid 4, ranger 3
school: divination
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: concentration up to 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You gain the ability to see through solid rock as if it were transparent glass. You may see through 1 foot of stone per caster level. You see within the stone as if you were looking at the area in normal light, even if there is no illumination, though low-light vision and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> have no effect on your ability to see through stone. Metal at least 1 inch thick or wood or dirt at least 3 feet thick blocks your vision.</p><p>The spell does not negate concealment for those creatures hiding behind stone objects (the stone is still an obstacle to your attacks).</p>


name: Seed Spies
level: druid 2, occultist 2, ranger 2, shaman 3, sorcerer/wizard 3, witch 3
school: divination
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/insect-spies/"><em>insect spies</em></a>, except it creates wafting seeds with magical intellect instead of insects. the seeds can hear but not see. They fly at a speed of 10 feet (good maneuverability), but they can’t crawl or climb, although they can cling to rough, soft, or sticky creatures or surfaces.</p>


name: Seeds of Influence
level: bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S, M (a rose)
range: close (25 ft. + 5 ft./2 levels) Targets one creature
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You leave a magical trace in the mind of a creature with an attitude of at least indifferent toward you. The target takes a cumulative –2 penalty on its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to negate the spell for each step by which its attitude is better than indifferent.</p><p>The target takes a –2 penalty on saving throws against divination spells you cast. You can target that creature with <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> spells of a spell level lower than seeds of influence as if those spells were modified by <a href="https://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic">Enlarge Spell</a> (the modified spell doesn’t take longer to cast and doesn’t use a higher-level spell slot). Whenever the target succeeds at a saving throw against a divination or <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> spell you cast, seeds of influence ends for that target. A creature can be subject to only one seeds of influence spell at a time; later castings of seeds of influence remove any previous casting.</p><div style="margin-left:20px">


name: Seek Shelter
level: bard 4, cleric 5, inquisitor 4, mesmerist 4, psychic 5, sorcerer/wizard 5, summoner 4, witch 5
school: enchantment (compulsion) [fear, mind-affecting]
casting_time: 1 standard action
components: V, S
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
range:
close (25 ft. + 5 ft./2 levels) Targets all non-hostile creatures with 4 or fewer HD in a 30-ft. spread

description:
<p>You send an empathic urge to seek safety both as fast as possible and in an orderly fashion, and to remain in such secure locations for the duration of the spell. Targets with 5 or more <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> are unaffected. When you cast the spell, you can designate a fortified location—either general (such as “indoors”) or specific (such as “the local garrison”)—for the targets to attempt to reach. If you do not specify a location for the targets to retreat to, they attempt to find safety to the best of their ability. Affected creatures defend themselves normally but attack only if provoked.</p>


name: Seek Thoughts
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a handful of copper coins)
range: 40 ft.
area: 40-ft.-radius emanation centered on you
duration: concentration , up to 1 minute/level
saving_throw: Will negates
spell_resistance: no
level:
alchemist 3, bard 3, inquisitor 3, medium 2, mesmerist 3, occultist 3, psychic 2, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3

description:
<p>Similar to <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts/">detect thoughts</a></i>, <i>seek thoughts</i> allows you to sift through the surface thoughts of those around you. You may scan for either the answer to a simple question (such as “Where is the hidden lair of the wererats?”) or for information on a general topic (such as the beliefs of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> cult). You detect the number of creatures who are thinking about this question or topic within range, as well as their location if they are visible to you. <i>Seek thoughts</i> does not let you read actual surface thoughts, only if a given creature is thinking about the topic you are concentrating on. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save prevents you from sensing a creature’s thoughts for the duration of the spell.</p><p>You can maintain <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> on <i>seek thoughts</i> while you engage in normal conversation, allowing you to ask leading questions about topics of interest. A creature conversing with you while you concentrate can notice that you are distracted with a successful DC 25 <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check.</p>


name: Seeming
level: bard 5, sorcerer/wizard 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 12 hours (D)
saving_throw: Will negates or Will disbelief (if interacted with)
spell_resistance: yes or no; see text
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disguise-self">disguise self</a>, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on them by making <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves or with Spell Resistance.</p>


name: Seismic Fissure
level: druid 7, shaman 7
school: transmutation [earth]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
effect: 10-ft.-by-80-ft. fissure in the earth , 40 ft. deep
duration: instantaneous
saving_throw: Reflex negates
spell_resistance: no
description:
<p>With a thrust of tectonic energy, you split the earth. Each creature standing in the area where the fissure opens must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw to avoid falling into the rift.</p><p>Those standing adjacent to the fissure when it is created must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or be knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> by tremors. This spell is effective only when cast on an area of dirt, earth, sand, or stone.</p>


name: Selective Alarm
school: abjuration
casting_time: 1 standard action
components: V, S, F/DF (a slender iron rod 1 foot in length)
range: close (25 ft. + 5 ft./2 levels)
area: up to 20-ft.-radius emanation centered on a point in space
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
level:
bard 3, inquisitor 3, occultist 3, psychic 3, ranger 2, sorcerer/wizard 3, spiritualist 3, summoner 3

description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alarm/">alarm</a>, except that you can tweak the spell to be more discerning in what types of creatures or objects trigger the alarm. Instead of being triggered whenever a creature of Tiny size or larger enters the warded area, you can set whatever triggering conditions you wish, as long as they are based on observable phenomenon. For example, you could cause the <i>selective alarm</i> to trigger when creatures of a certain race (such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/orc">orcs</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/bugbear">bugbears</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/kobold">kobolds</a>) enter the area, or whenever a group of four or more creatures enters the area together, or when a metal object is brought into the area. You can’t choose triggering conditions that rely on unobservable information, such as having it triggered when creatures of a certain <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> enter the area, nor could you have the alarm be triggered by “something worth more than 5,000 gp” entering the area, or even “a weapon” entering the area, because an item’s value and classification as a weapon is subjective, and might vary from one person to the next.</p>


name: Selective Invisibility
level: alchemist 3, antipaladin 3, bard 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M/DF (three translucent pebbles)
range: close (25 ft. + 5 ft./2 levels)
target: you and one other creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>Upon casting this spell, you turn <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, as per the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/i/invisibility">invisibility</a> spell, and you choose a second target. That creature can still see you as though you were not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, and you can attack that creature without ending the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/i/invisibility">invisibility</a> effect on you. However, if you attack any other creature, this spell ends. If you cast this spell multiple times, you can attack any of the affected creatures without ending the spell.</p>


name: Sending
school: evocation
casting_time: 10 minutes
components: V, S, M/DF (fine copper wire)
range: see text
target: one creature
duration: 1 round; see text
saving_throw: none
spell_resistance: no
level:
alchemist 5, cleric/oracle 4, inquisitor 4, shaman 4, sorcerer/wizard 5, summoner 4, unchained summoner 5

description:
<p>You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score as low as 1 can understand the <i>sending</i>, though the subject’s ability to react is limited as normal by its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>. Even if the <i>sending</i> is received, the subject is not obligated to act upon it in any manner.</p><p>If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the <i>sending</i> does not arrive. (Local conditions on other planes may worsen this chance considerably.)</p>


name: Sense Fear
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a patch of fur)
range: personal
target: you
duration: 10 minutes/level (D)
level:
antipaladin 1, bloodrager 1, cleric 2, druid 2, inquisitor 2, medium 1, mesmerist 2, occultist 2, psychic 2, ranger 2, shaman 2, spiritualist 2, witch 2

description:
<p>You sense the fear of those nearby, feeling it in the air around you. You can detect spooked, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, scared, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>, terrified, and horrified creatures within 30 feet, and you immediately know what level of fear they are experiencing.</p><p>You determine the creatures’ approximate direction from you, though you do not sense a given creature’s identity or know which squares the creatures occupy. If you’re within 5 feet of a creature whose fear you sense, you pinpoint that creature’s location, as if using <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a>.</p>


name: Sense Madness
level: cleric/oracle 2, inquisitor 2, medium 2, occultist 2, paladin 2, psychic 2
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: creatures in range (see text)
duration: concentration , up to 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can sense the presence of mental disturbance in creatures within range, focusing your detection on one creature each round.</p><p>If the target is currently suffering from any form of madness or addiction, has total sanity damage greater than or equal to its sanity edge (if using <a href="https://www.d20pfsrd.com/gamemastering/other-rules/sanity">the sanity rules</a>), or is under a magical <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> that could be detected by <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/" style="font-style: italic">detect magic</a>, you can detect the presence of such a disturbance on the first round of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>.</p><p>If you concentrate on the same creature for an additional round, you learn if the creature’s total sanity damage is greater than or equal to its sanity edge, and you can attempt a <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check against a DC equal to 10 + the save DC of the target’s madness or addiction to determine the exact nature of a madness or addiction. Additionally, you can attempt a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check with a DC equal to 11 + the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> against each magical <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> currently affecting the target that could be detected by <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/" style="font-style: italic">detect magic</a>. If successful, you can identify the specific spell affecting the target. You gain a +4 bonus on your <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check if the effect is confusion, insanity, or a similar effect that explicitly causes madness or insanity.</p><p>If you successfully identify such an effect with sense madness, the insights provided by this spell grant you a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on your next <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check in the following 1 minute made to counter, dispel, or remove that specific effect. After attempting a check to identify a madness, addiction, or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a>, you can’t attempt that check against the same creature again, even if you concentrate on the creature again.</p>


name: Sense Spirit Magic
level: shaman 1
school: divination
casting_time: 1 standard action
components: V, S
range: personal
area: Target you
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
<p>You gain greater sensitivity to magic associated with your primary spirit and wandering spirits (any spells on the spirit magic spell lists for these spirits, as well as <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> that duplicate the effects of those spells). You gain a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> checks to identify these spells if they are cast within the area, and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on saving throws to resist the effects of such spells. If any of these spells require an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, you are never considered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Flat-Footed">flat-footed</a> against such attacks.</p>


name: Sense Vitals
level: antipaladin 2, bard 2, ranger 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, M (a drop of blood)
range: personal
target: you
duration: 1 round/level
description:
<p>This spell makes your eyes shine blood red and allows you to see the vital areas and weak points of creatures within 30 feet of you as a warm glow. This allows you to use any manufactured weapon to make <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attacks</a>, as the <a href="https://www.d20pfsrd.com/classes/core-classes/rogue">rogue</a> ability of the same name, dealing an additional 1d6 points of damage; this additional damage increases by 1d6 for every 3 caster levels you possess beyond 3rd, to a maximum of +5d6 at 15th level. This additional damage stacks with other sources of precision damage.</p>


name: Sensory Amplifier
level: druid 4, medium 2, mesmerist 3, psychic 3, witch 3
school: divination [mind-affecting]
casting_time: 1 standard action
components: S
range: personal
area: 10-ft.-radius emanation centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You open the minds of all creatures near you and enhance their sensory receptors. All living creatures other than you in the area gain a +5 bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks. Sighted creatures gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, and creatures with a sense of smell gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>. In addition, the first time each round that a creature in the area takes damage, it takes an additional 2d6 points of damage of the same type. Despite being within the area, the caster does not take this extra damage.</p>


name: Sensory Overload
level: psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 creature
duration: 1 round /level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You overload the target creature’s senses, making it difficult for the target to concentrate. For the duration of the effect, the target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save at the same DC as the original effect to perform any standard or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>. On a failure, the creature loses the action that triggered the saving throw. If successful, the creature is able to take the action, but this spell effect is not negated.</p>


name: Sentry Skull
level: antipaladin 1, cleric 2, sorcerer/wizard 2, witch 2
school: necromancy [evil]
casting_time: 1 hour
components: V, S, M (an onyx gem worth at least 10 gp)
range: touch
target: severed head touch
duration: permanent (D); see text
saving_throw: none
spell_resistance: no
description:
<p>You restore the senses to the severed head of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Monstrous-Humanoid">monstrous humanoid</a> killed within the past 24 hours, creating a grisly sentinel. The head must be affixed to a pole, <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/spear">spear</a>, tree branch, or other stable object, and the spell ends if the head or its object is moved. The head has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, can swivel in place to look in any direction, and has a +5 bonus on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks.</p><p>If you are within 30 feet of the head, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> you can shift your senses to it, seeing and hearing from its location and gaining the benefit of its <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, and you may use its <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill instead of your own. While your senses are in the severed head, your body is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deaf</a> until you spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> to shift your senses back to your own body.</p><p>When you create the head, you can imprint it with a single triggering condition, similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-mouth">magic mouth</a>. Once this triggering condition is set, it can never be changed. If you are within 30 feet of the head, you immediately know if it is triggered (if you have multiple active sentry skulls, you also know which one was triggered). This wakens you from normal sleep but does not otherwise disturb your <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>. For example, you could have a sentry skull alert you if any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> comes into view, if a particular rival approaches, if your guard animal is killed, and so on, as long as it occurs where the severed head can see it.</p><p>This spell does not give the head any ability to speak, think, or take any kind of action other than to turn itself, though it is a suitable target for other spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-mouth">magic mouth</a>.</p>


name: Sepia Snake Sigil
level: bard 3, sorcerer/wizard 3, witch 3
school: conjuration (creation) [force]
casting_time: 10 minutes
components: V, S, M (powdered amber worth 500 gp and a snake scale)
range: touch
target: one touched book or written work
duration: permanent or until discharged; until released or 1d4 days + 1 day/level; see text
saving_throw: Reflex negates
spell_resistance: no
description:
<p>You cause a small symbol to appear in the text of a written work. The text containing the symbol must be at least 25 words long. When anyone reads the text containing the symbol, the <i>sepia snake sigil</i> springs into being, transforming into a large sepia serpent that strikes at the reader, provided there is line of effect between the symbol and the reader.</p><p>Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the <i>sepia snake</i> dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + 1 day per caster level have elapsed.</p><p>While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.</p><p>The hidden sigil cannot be detected by normal observation, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> reveals only that the entire text is magical.</p><p>A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> can remove the sigil. An <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/e/erase"><i>erase</i></a> spell destroys the entire page of text.</p><p><i>Sepia snake sigil</i> can be cast in combination with other spells that hide or garble text, such as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/secret-page">secret page</a></i>.</p>


name: Sequester
level: sorcerer/wizard 7, summoner 5, unchained summoner 6
school: abjuration
casting_time: 1 standard action
components: V, S, M (a basilisk eyelash and gum arabic)
range: touch
target: one willing creature or object (up to a 2-ft. cube/level) touched
duration: 1 day/level (D)
saving_throw: none or Will negates (object)
spell_resistance: no or yes (object)
description:
<p>When cast, this spell prevents divination spells from detecting or locating the target and also renders the affected target <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> (as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility">invisibility</a> spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by <i>sequester</i> become comatose and are effectively in a state of suspended animation until the spell ends.</p><p style="margin-left:40px"><i>Note</i>: The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save prevents an attended or magical object from being <i>sequestered</i>. There is no save to see the <i>sequestered</i> creature or object or to detect it with a <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> spell.</p>


name: Sequester Thoughts
level: bard 3, sorcerer/wizard 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (a gemstone worth at least 500 gp)
range: personal
target: one willing creature
duration: permanent until discharged (see text)
description:
<p>Sequester thoughts allows you to erase a creature’s memory of either an event lasting not more than 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or all of its knowledge about a single topic (using the GM’s discretion as to what constitutes a single topic). For example, you could erase a single battle from a creature’s memory, or all knowledge of a plot to assassinate a king. The memories you remove are stored within the gem used at the time of casting. If the gem is shattered, the memories return to the creature as long as the two are within 30 feet of each other. Once sequester thoughts has been cast, the spell remains active on the gem and can be dispelled (which shatters it). No portion of the spell remains active on the target creature, and the target does not radiate magic as a consequence of the spell, nor can its memories be returned by dispelling the creature or subjecting it to antimagic. If the gem is shattered or dispelled out of range from the creature, the thoughts sequestered within are forever lost save by the use of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/w/wish">wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/m/miracle">miracle</a>, or the like.</p><p>Sequester thoughts protects against <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/z/zone-of-truth">zone of truth</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/discern-lies">discern lies</a>, and similar spells where the memories removed are concerned, though careful questioning may reveal the gaps in the creature’s memory, or that it has been affected by the spell. Note that the creature itself does not remember any details of what memories were removed until the gem is broken.</p>


name: Serenity
level: bard 4, cleric/oracle 5, sorcerer/wizard 6
school: enchantment (compulsion) [emotion, mind-affecting]
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>You fill the targets’ minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> each round they attempt to harm another creature. If attacked, affected individuals can defend themselves and may participate in combat by using <a href="https://www.d20pfsrd.com/feats/combat-feats/combat-expertise-combat">Combat Expertise</a>, fighting defensively, or taking the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Total-Defense">total defense</a> action without triggering the spell’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>.</p>


name: Sessile Spirit
level: cleric 5, inquisitor 4, medium 2, occultist 3, shaman 4, spiritualist 3, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature or object (see text)
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>You reach into the target creature and cause that spirits within to become dormant and inactive. If the target is a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/medium">medium</a> with a spirit inhabiting its body or a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/spiritualist">spiritualist</a> with a phantom inhabiting its consciousness (or a member of another class using the spirit or phantom class features), a failed save renders that spirit or phantom powerless, suppressing any benefits the spirit or phantom normally provides to its host, including bonus feats and spells known.</p><p>If a spirit within the target is a creature using a possession effect, including <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/possess-object">possess object</a>, possession, or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/ghost">ghost’s</a> malevolence, the spell targets the possessing creature rather than the creature it inhabits. On a failed save, the possessing spirit isn’t exorcised from the target but is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> for the duration of the spell.</p>


name: Severed Fate
level: cleric/oracle 3, witch 2
school: enchantment
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: yes
description:
<p><b>Note</b>: This spell deals with hero points. See <a href="https://www.d20pfsrd.com/gamemastering/other-rules/hero-points">Hero Points</a> for full details.</p><p>You curse the target, preventing it from drawing upon the powers of destiny. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> and cannot use hero points for the duration of the spell. This effect can be removed by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/r/remove-curse"><i>remove curse</i></a>, or other similar effects.</p>


name: Shackle
level: cleric 2, inquisitor 2, ranger 2, sorcerer/wizard 2, summoner 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: touch
effect: one set of restraints; see text
duration: 1 hour/level
saving_throw: Reflex negates; see text
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 set of Small or Medium masterwork restraints into being. When you cast this spell, you can choose whether the restraints are <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Manacles">manacles</a> or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Fetters">fetters</a> (<a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Manacles">manacles</a> specifically designed to fit around the ankles). You also <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> the restraints’ key to your person; the <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> DC to open the locked restraints is equal to 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + the modifier of your primary casting ability score. Typically, the restraints appear in your hands. However, as part of the spell’s casting, you can make a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> against a creature; if you succeed and the creature then fails a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw against the spell’s DC, the locked <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Fetters">fetters</a> appear clasped on the creature or locked <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Manacles">manacles</a> clasp you and the creature together. You can instead have <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Manacles">manacles</a> restrain the target’s limbs in front of or behind it. If you cast the spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, you can make melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> attacks against two creatures you can reach. If you succeed at both attacks and both creatures fail their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throws, you can cause the set of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Manacles">manacles</a> to bind the targets together.</p><p>As you increase in level, the restraints become stronger and you gain more control over them. If you are 6th level or higher, you can make the restraints <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Mithral">mithral</a>, or you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> Tiny or Large restraints. If you are 12th level or higher, you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> Diminutive or Huge restraints. If you use an emerald worth at least 1,000 gp as a material component while casting this spell, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> once during its duration, you can affect any creature bound by these restraints as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor">dimensional anchor</a> with a duration of 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If you are 18th level or higher and use an emerald worth at least 1,000 gp as a material component while casting this spell, the restraints’ <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> increases to 30, they have 60 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, and they can’t be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> with a successful <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check. (The emerald must be worth at least 2,000 gp if you also wish to use the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor">dimensional anchor</a> effect described earlier.)</p><p>If you cast this spell before the duration of a previous casting has lapsed, you can create a new set of restraints or reset the previous spell’s duration. If you used an expensive material component during a previous casting, you must again use a component when creating new restraints or resetting the duration if you wish to maintain the special effect. You do not need to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> these previously created shackles to renew their duration, though you must be on the same plane as the shackles. When this spell ends, the restraints disappear, and any ongoing effects created by the spell end.</p>


name: Shades
level: sorcerer/wizard 9
school: illusion (shadow) [shadow]
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shadow-conjuration">shadow conjuration</a></i>, except that it mimics <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and non-damaging effects are 80% likely to work against nonbelievers.</p>


name: Shadow Anchor
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: S
range: touch
target: creature touched
effect: a shadowy shadow tether
duration: 1 round/level (D); see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target’s shadow becomes a flexible tether to its current square. The creature can move up to 5 feet from that square without penalty. Moving farther than 5 feet from the tether point requires the target to make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check against a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> of 10 + 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (if a <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> or <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/bard">bard</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>). The target takes a –1 penalty for every 5 feet of distance between it and its tethered square. Failing this check means the target’s move is wasted and it cannot move farther away. If it fails this check by 10 or more, it is pulled 5 feet toward the tether square and is knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. If it beats the check by 10 or more, the spell ends. This spell does not work on creatures that do not cast shadows or reflections. If the target uses a <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation">teleportation</a> effect or leaves the current plane, the spell ends.</p>


name: Shadow Barbs
level: cleric 4, inquisitor 4, sorcerer/wizard 4
school: illusion (shadow) [darkness]
casting_time: 1 standard action
components: V, S, M (a single link from a spiked chain )
range: 0 ft.
effect: spiked chain -like shadowy weapon
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
<p><span>When you cast this spell, you create a shadowy </span><a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/chain-spiked">spiked chain</a><span> that shimmers and pulses with darkness. The chain exists as long as you carry it; if you ever drop the chain, give it to another, or are disarmed, it immediately vanishes and the spell’s duration ends.</span></p><p>The chain radiates darkness in a 10-foot-radius spread around you, reducing the illumination level in this area by one step, but not below the level of dim light.</p><p>You can wield the <i>shadow barbs</i> as a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/chain-spiked">spiked chain</a> as if you were fully proficient with spiked chains. Any additional abilities or feats that you possess that apply to spiked chains apply to the <i>shadow barbs</i> as well. The weapon functions as a +2 <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Vicious">vicious</a> <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/chain-spiked">spiked chain</a>. Its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> increases to +3 at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 11th, to +4 at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 15th, and finally to +5 at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 19th. When the spell effect ends, you can make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save against the spell—if successful, all of the damage caused to you by the <i>shadow barbs</i>’ <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Vicious">vicious</a> weapon quality vanishes, unless you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> at the time the spell ends, in which case you automatically fail this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save and the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Vicious">vicious</a> weapon damage remains.</p>


name: Shadow Body
level: sorcerer/wizard 7, spiritualist 5, witch 7
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>You exchange the crude matter of your material body with the insubstantial essence of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a>, becoming a living shadow yourself. You are visible as an unattached shadow in bright light or normal light, but you gain total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> in dim light or darkness. Against creatures with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, you gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> rather than total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. Your shadow body is <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> for most purposes, though you can’t fly or pass through solid objects or creatures. However, you can move at your normal speed along any surface, including horizontal and vertical surfaces and liquids, and you are never slowed by difficult terrain. Your size doesn’t change.</p><p>You can speak and cast spells and perform mental actions, but you have no physical substance and cannot manipulate objects or attack physically. You can deliver <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spells and effects as if making an incorporeal touch attack. Your equipment merges with your shadow body, so you can’t cast spells with a material component unless those spells are prepared with <a href="https://www.d20pfsrd.com/feats/general-feats/eschew-materials">Eschew Materials</a>.</p>


name: Shadow Bomb Admixture
level: alchemist 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: special, see below
spell_resistance: special, see below
description:
<p>Upon drinking an <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Alchemy-Su-">extract</a> created with this formula, you make a significant change to your magical reserve that modifies the nature of all <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su-">bombs</a> you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Discovery-Su-">discoveries</a> that you use to modify your <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su-">bombs</a>, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.</p><p>When you throw a <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su-">bomb</a> and hit a direct target, a shadowy substance is released from the <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su-">bomb</a> covering the direct target and up to three creatures that take damage from the bomb’s splash (<a href="https://www.d20pfsrd.com/classes/base-classes/alchemist">alchemist’s</a> choice). The affected creatures must successfully make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw, or they gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> but treat all other creatures as having <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> for the duration of the shadow bomb admixture. This effect does not ignore <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>.</p>


name: Shadow Claws
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
level:
antipaladin 1, arcanist 2, bard 2, bloodrager 2, magus 2, skald 2, sorcerer/wizard 2, spiritualist 2

description:
<p>You <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a pair of claws over your hands formed from semireal material. This grants you two primary claw attacks dealing 1d4 points of damage if you are Medium (1d3 if Small) plus 1 point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw negates the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a> (DC = this spell’s DC).</p>


name: Shadow Conjuration
level: bard 4, sorcerer/wizard 4
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: see text
effect: see text
duration: see text
saving_throw: Will disbelief (if interacted with); varies; see text
spell_resistance: yes; see text
description:
<p>You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. <i>Shadow conjuration</i> can mimic any <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (summoning) or <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (creation) spell of 3rd level or lower. <i>Shadow conjurations</i> are only one-fifth (20%) as strong as the real things, though creatures who believe the <i>shadow conjurations</i> to be real are affected by them at full strength. Any creature that interacts with the spell can make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to recognize its true nature.</p><p>Spells that deal damage have normal effects unless the affected creature succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to <i>shadow conjuration</i>‘s level (4th) rather than the spell’s normal level. In addition, any effect created by <i>shadow conjuration</i> allows Spell Resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work.</p><p>A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are just one-fifth as large. A creature that succeeds on its save sees the <i>shadow conjurations</i> as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves against this spell.</p>


name: Shadow Dragon Aspect
level: bard 4, sorcerer/wizard 4
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 round/level
saving_throw: Will disbelief (if interacted with), see text
spell_resistance: yes, see text
description:
<p>You wreathe yourself in the quasi-real form of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a>. You gain two claw attacks (1d6 plus <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> slashing damage) and a bite attack (1d8 plus <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> piercing damage). These are primary attacks. In addition, you gain shadowy wings, granting you a fly speed equal to your base speed (good maneuverability).</p><p>Your shadowy <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a> are only half as strong as the real things, though creatures that believe them to be real are affected at full strength. A creature is permitted one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save the first time you strike it. If it succeeds, the creature takes half damage from such attacks for the duration of the spell. If you overcome a creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> on your first attack, that creature remains vulnerable for the spell’s duration; otherwise, it’s immune.</p>


name: Shadow Enchantment
level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 3
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: see text
effect: see text
duration: see text
saving_throw: Will disbelief; see text
spell_resistance: yes
description:
<p>You use material from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a> to cast a quasi-real, illusory version of a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/psychic">psychic</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>, or <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> spell of 2nd level or lower. Spells that deal damage or have other effects work as normal unless the affected creature succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If the disbelieved <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> spell has a damaging effect, that effect is one-fifth as strong (if applicable) or only 20% likely to occur.</p><p>If recognized as a shadow enchantment, a damaging spell deals only one-fifth (20%) the normal amount of damage.</p><p>If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>) that the spell being simulated allows, but the save DC is set according to shadow enchantment’s level (3rd) rather than the spell’s normal level. Objects, mindless creatures, and creatures immune to <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects automatically succeed at their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves against this spell.</p><div style="margin-left: 20px">


name: Shadow Endurance
level: bard 5, mesmerist 5, shaman 5, sorcerer/wizard 6, spiritualist 5
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S, M (a fetchling’s tooth)
range: personal
duration: 1 hour/level until discharged, then 1 minute/level; see text
saving_throw: Will disbelief (if interacted with); varies; see text
spell_resistance: see text
description:
<p>You conjure protective wisps of darkness made from shadow. If you are reduced below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or rendered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>, shadow endurance immediately discharges, shunting your injured body into a hidden alcove on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>.</p><p>You immediately <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable">stabilize</a>, but cannot awaken or take any further actions until the second duration expires.</p><p>As you vanish, a quasi-real duplicate of you made from shadow substance appears where you fell, as if created by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shadow-conjuration">shadow conjuration</a>.</p><p>The duplicate acts on your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> and is under your control. Your duplicate is 1/4 as real as you and appears with 25% of your full hit point total, and any creature that fails a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw believes it to be you. The duplicate has the same equipment-based bonuses as you, but deals only 1/4 of your normal damage against enemies. It can cast any spells you can, drawing on your reserve of magic, but the duplicate’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is 1/4 your actual level. Regardless of your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, your shadow duplicate is neutral evil, though it will not harm your friends and allies.</p><p>When the second duration of the spell expires, your duplicate disappears and your body reappears in the location from which you vanished. If the image is destroyed, the spell immediately expires and your body reappears.</p>


name: Shadow Evocation
level: bard 5, sorcerer/wizard 5
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: see text
effect: see text
duration: see text
saving_throw: Will disbelief (if interacted with)
spell_resistance: yes
description:
<p>You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> <a href="https://www.d20pfsrd.com/magic#TOC-Evocation">evocation</a> spell of 4th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a <i>shadow evocation</i>, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>) that the spell being simulated allows, but the save DC is set according to <i>shadow evocation’</i>s level (5th) rather than the spell’s normal level.</p><p>Non-damaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.</p><p>Objects automatically succeed on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves against this spell.</p><div style="margin-left: 40px">


name: Shadow Invasion
level: magus 4, sorcerer/wizard 4, summoner 4
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, F (a masterwork piercing or slashing weapon)
range: 30 ft.
duration: 1 round/level (D); see text
saving_throw: none
spell_resistance: no
description:
<p>Using a slashing motion with the spell’s focus as part of the casting of shadow invasion, you cut open a rift to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a> that fills a 30-foot area with shadowy energies. This area is stationary and becomes dark and gloomy, reducing the light level by one step (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a>). Certain spells are enhanced within the area; spells of the shadow subschool that have reduced effects when disbelieved (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shadow-evocation">shadow evocation</a>) have their reduced effects increased by 20% (to a maximum of 90%) when determining their effects on targets within the area of shadow invasion.</p><p>In addition, the rift created by shadow invasion has a chance of attracting attention from the other side, and the spell can be inverted to bring these watchers through. When shadow invasion is dismissed as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, there is a chance that a single evangelist <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-kyton">kyton</a> will be summoned under the caster’s command (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster">summon monster V</a>). This chance is 5% for every full round that shadow invasion was active. If the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of shadow invasion is 16th or greater, this effect summons an interlocutor <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-kyton">kyton</a> instead. A kyton summoned this way remains for a number of rounds equal to what the remaining duration of shadow invasion would have been had it not been dismissed. Successfully <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Summoning">summoning</a> a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-kyton">kyton</a> this way is a lawful and evil act, as though casting a spell with the lawful and evil descriptors.</p>


name: Shadow Jaunt
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: you
duration: instantaneous and 1 round; see text
level:
antipaladin 3, arcanist 4, bard 4, skald 4, sorcerer/wizard 4, spiritualist 4, summoner 4, summoner (unchained) 4

description:
<p>You instantly travel between shadows to a point within range, though line of sight is not necessary. You leave a shadowy image of yourself in your former location and are wrapped in shadow at your destination; you can attempt a <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> to hide in your new location. Creatures that fail opposed <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks typically aren’t aware that you are no longer at your former location unless they are familiar with this spell and identify the effects. Any attack on your former location causes the shadows to disperse, allowing any creature that can see your former location to immediately notice your disappearance. In addition, for 1 round, the envelope of shadow around you grants you concealment (20% miss chance). This spell doesn’t function if there are no shadows within 5 feet of your starting location, and you can’t travel through your own shadow. If you choose a destination that has no shadows, you appear from the shadow closest to your destination that’s within the spell’s range (this could be your starting location if there are no other shadows within the spell’s range).</p>


name: Shadow Memory
level: bard 6, cleric 6, inquisitor 6, psychic 6, sorcerer/wizard 6, witch 6
school: divination
casting_time: 1 hour
components: V, S, M (a work of art bearing your target’s likeness worth at least 1,500 gp)
range: personal
target: you
duration: 1 month
saving_throw: Will negates (harmless)
spell_resistance: no (harmless)
description:
<p class="desciption">While casting this spell, you slowly destroy a piece of art bearing your victim’s likeness and beseech <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/the-mantis-god/">the Mantis God</a> to grant you access to lost knowledge and lore.</p><p>This endows you with information that could facilitate the target’s assassination by your hands. This information must be chosen from one of the three following categories-back doors, character, or weakness.</p><p><b>Back doors</b> informs you of hidden passages and other means of navigation within your target’s home. While inside your target’s home, you gain a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks and gain the constant benefits of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-secret-doors">detect secret doors</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/find-traps">find traps</a>. You automatically see through any illusory walls in the target’s home.</p><p><b>Character</b> lets you know of a compromising detail about your target’s personal life, giving you a +10 bonus on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, and <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks when attempting to gather information about your contracted victim from other people. Your target takes a -2 penalty on all saving throws against <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects you generate, and you gain a +4 bonus on <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> checks you attempt to overcome the target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>.</p><p><b>Weakness</b> grants you knowledge of physical <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerabilities</a> your target has, as well as information about the target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>, immunities, and other defensive abilities. If these <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerabilities</a> and defenses change during the spell’s duration, you immediately know. You automatically confirm all critical threats against the target.</p><p>Once your victim is slain or a month has passed (whichever comes first), the information you gained from the spell fades. While you can recall certain elements of these memories, you no longer gain any of the benefits associated with the spell. You can only have one target affected by shadow memory at any one time; if you cast this spell a second time while a previous casting is still active, the effects of the new spell replace the effects of the old one.</p>


name: Shadow Projection
level: sorcerer/wizard 4
school: necromancy [evil]
casting_time: 1 minute
components: S
range: personal
duration: 1 hour/level (D)
description:
<p>With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/shadow">shadow</a>. Your physical body lies comatose while you are projecting your shadow, and your body has no shadow or reflection while the spell is in effect.</p><p>While projecting your shadow, you gain a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/shadow">shadow’s</a> <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, defensive abilities, fly speed, racial <a href="https://www.d20pfsrd.com/skills/stealth">stealth</a> modifier, and strength damage attack. You do not gain the creature’s <i>create spawn</i> ability, nor its skill ranks or Hit Dice.</p><p>Your shadow has Hit Dice and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to your own.</p><p>Your <i>shadow projection</i> has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> type and may be turned or affected as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>.</p><p>If your <i>shadow projection</i> is slain, you return to your physical body and are immediately reduced to -1 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. Your condition becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a>, and you must begin making <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> checks to stabilize.</p>


name: Shadow Step
level: bard 4, sorcerer/ wizard 4, witch 4
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>To use this spell, you must be in an area of dim light or darkness. You enter a shadow or area of darkness, which transports you along a coiling path of shadowstuff to another dim or dark location within range.</p>


name: Shadow Transmutation
level: bard 6, medium 6, shaman 6, sorcerer/wizard 6, spiritualist 6, summoner 6, witch 6
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: see text
target: see text
duration: see text
saving_throw: Will disbelief (if interacted with); varies; see text
spell_resistance: yes; see text
description:
<p>You suffuse one subject’s body with energy from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>, altering its form to match a creature from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>.</p><p><i>Shadow transmutation</i> can mimic any of the following spells: <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/a/animal-growth">animal growth</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/a/anthropomorphic-animal">anthropomorphic animal</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/e/enlarge-person">enlarge person</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/f/fins-to-feet">fins to feet</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/long-arm">longarm</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/polymorph">polymorph</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/r/reduce-person">reduce person</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-fist">stone fist</a>.</p><p>If using <i>shadow transmutation</i> as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/polymorph">polymorph</a>, the target does not gain any sensory abilities that its new form has (such as <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-Darkvision">darkvision</a>) and the speed of any movement types gained from the spell cannot exceed the target’s base speed or natural speed with those movement types (whichever is higher).</p><p>A creature under the effects of <i>shadow transmutation</i> deals normal damage and has all the normal abilities and weaknesses of whatever form it assumes using the spell.</p><p>Any creature that interacts with a target under the effects of the spell (including attacking or being attacked by that creature) can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to recognize the target’s true nature. Creatures that succeed at their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves to disbelieve the illusion take one-fifth (20%) of the normal damage from the target’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> or special abilities granted by the target’s shadowy form (if any), and the target’s special abilities that don’t deal damage have only a 20% chance of working against them. Creatures that succeed at their saves see the <i>shadow transmutation</i> as transparent images superimposed over the target.</p><div style="margin-left:20px">


name: Shadow Trap
school: illusion (shadow)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
antipaladin 1, bard 1, bloodrager 1, cleric 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1

description:
<p>You pin the target’s shadow to its current location, causing the target to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>. A flying creature can only hover in place or fall while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.</p>


name: Shadow Walk
level: alchemist 6, bard 5, sorcerer/wizard 6
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>To use the <i>shadow walk</i> spell, you must be in an area of dim light. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a>. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.</p><p>In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a> but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a>, moving the desired distance, and then stepping back onto the Material Plane.</p><p>Because of the blurring of reality between the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a> and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).</p><p><i>Shadow walk</i> can also be used to travel to other planes that border on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a>, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a> requires 1d4 hours.</p><p>Any creatures touched by you when <i>shadow walk</i> is cast also make the transition to the borders of the Plane of Shadow.</p><p>They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw, negating the effect if successful.</p>


name: Shadow Weapon
level: bloodrager 1, psychic 1, sorcerer/wizard 1, witch 1
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: one shadow weapon
duration: 1 minute/level
saving_throw: Will disbelief (if interacted with)
spell_resistance: yes
description:
<p>Drawing upon the Plane of Shadow, you shape a quasi-real masterwork melee weapon of a type you are proficient with. You may use this weapon to make attacks as if it were a real weapon, dealing normal damage for a weapon of its type. The first time you hit a creature with the weapon, it may make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve; failure means the weapon deals damage normally, success means it only takes 1 point of damage from the weapon’s attacks. The weapon only deals 1 point of damage to objects.</p><p>If an attacked creature has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</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</a> the first time the shadow weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the target may save to disbelieve as normal.</p><p>At 5th level, the weapon gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a>. At 10th-level, you may increase the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to +2 or add the <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Frost" style="font-style: italic">frost</a> or <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Keen" style="font-style: italic">keen</a> weapon property. The <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Frost" style="font-style: italic">frost</a> and <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Keen" style="font-style: italic">keen</a> properties have no effect if the target makes its disbelief save.</p><p>The spell ends if the weapon leaves your possession.</p>


name: Shadow of Doubt (Tiefling)
level: antipaladin 4, bard 4, mesmerist 4, psychic 6, spiritualist 4
school: enchantment (compulsion) [darkness, emotion, evil, 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 partial (see text)
spell_resistance: yes
description:
<p>You create a shadowy aura of doubt fueled by a foe’s own inner flaws.</p><p>Targets perceive all illumination as if it were one light level darker, to a minimum light level of darkness (not <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> darkness), even on a successful saving throw.</p><p>Fleeting mental shadows of regrets and anxieties distract the spell’s targets; at the start of each of their turns, they must each succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round. A good-aligned target takes a –4 penalty on saving throws against this effect; an evil-aligned target gains a +4 bonus instead.</p>


name: Shadowbard
level: bard 5
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. +5 ft./2 levels)
effect: phantom singer
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You conjure up a quasi-real phantom singer that is visible as a shifting, shadowy duplicate of yourself. The singer follows you automatically, moving as you move even if you <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/t/teleport">teleport</a>. The singer cannot be damaged, but can be dispelled. When a shadowbard comes into being, it immediately begins a bardic performance of your choice—it has access to all of the bardic performances that you do. It continues that bardic performance until you direct it as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to switch to a different performance. Rounds spent by a shadowbard creating a bardic performance do not decrease the number of rounds you can use your own bardic performance, nor can a shadowbard’s bardic performance be used to trigger spells that require you to begin or cease a bardic performance.</p>


name: Shadowfade
school: illusion (shadow)
casting_time: 1 standard action
components: V, S, M (a blindfold)
range: touch
target: creature touched
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
arcanist 1, bard 1, inquisitor 1, mesmerist 1, skald 1, sorcerer/wizard 1, summoner 1, summoner (unchained) 1

description:
<p>In areas of darkness, the target of <em>shadowfade</em> is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> to creatures using <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> to see. In areas of dim light, the target gains <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> against creatures using <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>. This spell has no effect in areas of normal light or brighter, and is automatically dispelled if the target enters an area of bright light or takes a hostile action.</p>


name: Shadowform
level: antipaladin 4, bard 4, mesmerist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, witch 4
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You replace the target’s body with mystic shadow material drawn from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>, rendering the target’s physical form only quasi-real. Whenever a foe tries to directly attack the target of the spell (for instance, with a weapon or a targeted spell), that foe must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve. If successful, the opponent can attack the target normally and is unaffected by shadowform for 1 round. If the foe fails, the target takes only one-fifth the normal amount of damage from the foe’s successful attack or effect, and if the attack has a special effect other than damage, that effect is one-fifth as strong as normal (if applicable) or only 20% as likely to occur. Objects automatically succeed at their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves against this spell.</p>


name: Shadowmind
school: illusion [phantasm)]
casting_time: 1 standard action
components: V, S, M (a small square of black silk)
range: medium (100 ft. + 10 ft./level)
target: up to one creature/level, no two of which can be more than 30 ft. apart
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
level:
antipaladin 2, cleric 3, druid 3, inquisitor 2, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 2

description:
<p>You dim your targets’ perceptions of light and shadow, convincing them the space they occupy is dark. Each creature that fails its save perceives the world around it as one light level darker than its true illumination level. The spell does not change the light level outside of the targets’ perception, and does not create magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness/">darkness</a>.</p><p>However, the spell creates an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> of darkness rather than actual darkness, so low-light and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> don’t allow a target to see in the conditions created by the spell. Even targets that see normally through magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness/">darkness</a> suffer a loss of vision from this spell.</p>


name: Shadowy Haven
level: sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a small black silk bag)
range: touch
target: one 5-foot square of floor touched
duration: 2 hours/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/r/rope-trick">rope trick</a>, except the point of entry is through a 5-foot-square instead of a rope. The space holds as many as 10 creatures of any size.</p><p>When this spell is cast upon a 5-foot-square part of a wall, it creates an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space adjacent to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane">Plane of Shadow</a>. Creatures in the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space are hidden beyond the reach of spells (including divinations) unless those spells work across planes. The space holds as many as 10 creatures (of any size). The entrance to the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space remains visible as an area that is darker than the ambient illumination.</p><p>Spells cannot be cast across the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> interface, nor can area effects cross it. Those in the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space can see out of it as if a 5-foot-by-5-foot door or window were centered on the affected surface. The window is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> (though it is within the shadowed entrance to the spell, which is visible), and even creatures that can see the window from the outside can’t see through it. Anything inside the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space is ejected when the spell ends. Only one creature may enter or exit the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space at a time.</p><p>The entrance is only open when the area around it is in dim light. Any other level of light (brighter or darker) closes the entrance, trapping creatures inside the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space. If the entrance is closed when the spell expires, there is a 50% chance that creatures in it are ejected into the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a> instead of the location of the entrance. If this occurs, the creatures appear on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a> 1d10 miles in a random direction from their corresponding location on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>. The spell has no effect if cast on a plane that is not adjacent to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>.</p><p>Because the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space is adjacent to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>, any <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shadow-walk">shadow walk</a> spell or similar effect that allows travel to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a> is more accurate, reducing the distance creatures arrive off-target by half.</p>


name: Shambler
level: druid 9, shaman 9
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: three or more shambling mounds , no two 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>The <i>shambler</i> spell creates 1d4+2 <a href="https://www.d20pfsrd.com/bestiary/monster-listings/plants/shambling-mound">shambling mounds</a> with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-advancement#TOC-Advanced-Creature-CR-1-">advanced</a> template. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for 7 days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is 7 months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared. You can only have one <i>shambler</i> spell in effect at one time. If you cast this spell while another casting is still in effect, the previous casting is <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispelled</a>. The shamblers have <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> to fire as normal shambling mounds do only if the terrain where they are summoned is rainy, marshy, or damp.</p>


name: Shamefully Overdressed
level: bard 2, inquisitor 2, mesmerist 2, psychic 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: creature touched
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target sees its own attire as hopelessly out of fashion, ostentatious, and embarrassing, and is filled with a <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> to strip off all clothing. Each round, the target must spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to remove a worn item that can be removed with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, dropping the item once it is removed. The target doesn’t distinguish between magical and non-magical items when removing them. Each round it removes an item as determined randomly from the following slots: belt, body, chest, eyes, feet, hands, head, headband, shoulders, or wrists. When determining randomly, don’t include any slots if the character has no item of that sort, and don’t include items that take more than one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to remove. Though creatures can’t have more than one magic item in any of those slots, they can have multiple mundane items that fit each slot, in which case randomly decide which one they remove. If a target is wearing clothing that doesn’t fit in any of those slots, such as breeches or a quiver, add it to the list of possibilities at the GM’s discretion.</p><p>The target regards the discarded items with revulsion, and if forced to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> such an item (such as with a melee or ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> using the item as an improvised weapon), the target becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d3 rounds. Other than the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to remove items, the character can take whatever actions it chooses.</p>


name: Shapechange
level: druid 9, shaman 9, sorcerer/wizard 9
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, F (jade circlet worth 1,500 gp)
range: personal
target: you
duration: 10 min./level (D)
description:
<p>This spell allows you to take the form of a wide variety of creatures. This spell can function as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alter-self">alter self</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/b/beast-shape">beast shape IV</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/e/elemental-body">elemental body IV</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/f/form-of-the-dragon-i">form of the dragon III</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/g/giant-form-i">giant form II</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i">plant shape III</a> depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.</p>


name: Shapechanger’s Gift
level: alchemist 5, magus 5, sorcerer/wizard 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to grant)
range: touch
target: willing living creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You change the target into an animal (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/beast-shape">beast shape I</a>), <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alter-self">alter self</a>), or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Monstrous-Humanoid">monstrous humanoid</a> (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i/"><em>monstrous physique I</em></a>).</p><p>The chosen form can’t have a fly speed. The subject’s statistics change as per the appropriate spell except the creature’s ability scores and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a> do not change. The creature can change between its natural form and the chosen form at will as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p><div style="margin-left: 20px">


name: Shaper’s Touch
level: alchemist 2, occultist 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: object touched
duration: concentration , up to 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You create an alchemical residue on your hands that allows you to reshape any non-magical, unattended object with <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 19 or less as though it were clay. Objects with <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 9 or less are like soft clay, allowing you to reshape up to 1 cubic foot per round of effort. Objects with <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 10 or higher are harder to mold, allowing you to reshape up to 1/4 cubic foot per round. The object retains its new shape for 24 hours before returning to its original shape.</p><p>This spell does not allow you to reshape a portion of a large object, such as a wall; you must be able to reshape the entire target within the spell’s duration or the spell fizzles and has no effect.</p>


name: Shard of Chaos
level: cleric/oracle 2
school: evocation [chaos]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: dart-shaped projectile of chaotic energy
duration: instantaneous (1d6 rounds)
saving_throw: Will partial (see text)
spell_resistance: yes
description:
<p>You hurl a multicolored shard of congealed chaos from your holy symbol, affecting any one target in range as a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>.</p><p>A <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a> creature struck by the shard takes 1d8 points of damage per two caster levels (maximum 5d8). A <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> instead takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6) and is slowed (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slow</a>) for 1 round. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces the damage to half and negates the slow effect. The bolt has no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a> creatures. This spell deals only half damage to creatures that are neither <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a> nor <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a>, and they are not slowed.</p>


name: Share Language
level: bard 1, cleric/oracle 2, druid 2, medium 1, mesmerist 1, occultist 2, psychic 1, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S, M (a page from a dictionary)
range: touch
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language, it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork.</p><p>Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or outright bribery.</p>


name: Share Memory
level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: you and one creature touched
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You momentarily link your mind with the target and share a single memory of no longer than 1 minute. You can show the target one of your memories, show the target one of its own memories, or view one of the target’s memories.</p>


name: Share Senses
level: medium 3, psychic 3, sorcerer/wizard 4, witch 3
school: divination (scrying)
casting_time: 1 full round
components: V, S, M (a hair, scale, or feather from your familiar)
range: long (400 ft. + 40 ft./level)
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Spending a moment in meditation and conjuring an image of the creature to mind, you reshape your link with your familiar, causing it to functions like a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scrying/"><i>scrying</i></a> sensor. Upon this spell you can hear, see, or smell (any one, your choice) what your familiar is experiencing. You gain the benefits of any nonmagical special abilities your familiar has tied to the chosen sense (such as <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>), but use your own <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill. You don’t need line of sight or line of effect to your familiar, but you must have an active empathic link. You may change the sense you are sharing as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. Unlike other <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scrying/"><i>scrying</i></a> spells, share senses does not allow magically or supernaturally enhanced senses to work through it, and you are unable to see in magical or natural <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules/#Darkness">darkness</a> unless your familiar possesses the ability to see in such conditions.</p><p>The sensory link with your familiar can be detected as though it were a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scrying/"><i>scrying</i></a> sensor.</p>


name: Share Shape
level: ranger 3, sorcerer/wizard 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
duration: 1 hour/level (D)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/b/beast-shape">beast shape II</a>, but you may only assume the form of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> of a type identical to your <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>. If your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> or companion is not an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>, this spell has no effect.</p>


name: Share Skin
level: druid 6, witch 6
school: necromancy
components: V, S touch
range: touch
target: one animal touched
duration: 1 minute/level or until you return to your body
description:
<p>You can possess an animal’s body in a manner that functions like <a class="spell" href="https://www.d20pfsrd.com/magic-jar">magic jar</a>, except as noted here. Your body vanishes while the effect lasts and you don’t require a receptacle.</p><div style="margin-left:60px">


name: Shared Sacrifice
level: antipaladin 3, cleric 2, shaman 2, summoner 3, witch 2
school: necromancy [evil]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You create a link to a target and can direct pain and damage through this link. You take only half damage from effects and attacks that deal hit point damage.</p><p>The target of this spell takes the remainder of the damage. Forms of harm that do not involve <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, such as <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> effects, temporary <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">level drain</a>, and death effects cannot be shared through this link. If you suffer a reduction in <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> because of a lowered <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score, the reduction is not <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Split-Ex-">split</a> with the target of this spell because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Split-Ex-">split</a> is not reassigned back to you.</p><p>If you and the target of the spell move out of range of each other, the spell immediately ends.</p>


name: Shared Suffering
level: antipaladin 2, inquisitor 2, sorcerer/wizard 2, witch 2
school: necromancy [evil]
casting_time: 1 standard action
components: V, F (a silver dagger inlaid with onyx and jade worth 100 gp)
range: long (400 ft. + 40 ft./level)
target: one living creature
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p><i>You infuse a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/dagger">dagger</a> with necromantic energy, then plunge it into your own body.</i></p><p>You take 1d6 points of negative energy damage plus 1d6 points of damage for every 2 caster levels you possess beyond 1st (to a maximum of 5d6 at 9th level). The target takes an amount of damage equal to the damage you took this way, plus an amount equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (if you’re a <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a>), <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier (if you’re an <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitor</a>), or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (if you’re an <a href="https://www.d20pfsrd.com/classes/alternate-classes/antipaladin">antipaladin</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>).</p><p>Damage from this spell cannot be divided by effects such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shield-other">shield other</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/u/unwilling-shield">unwilling shield</a>; it cuts through such protections completely.</p>


name: Shared Training
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
level:
arcanist 3, bard 2, cleric 3, hunter 2, inquisitor 2, magus 2, oracle 3, paladin 2, psychic 3, ranger 2, skald 2, sorcerer 3, warpriest 3, wizard 3

description:
<p>Select one teamwork feat you have. You can grant this feat to allies within range for the duration of the spell. Allies do not need to meet the prerequisites of this teamwork feat. At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 9th, you can grant two teamwork feats you have to your allies. At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 13th, you can grant three teamwork feats, and at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 17th, you can grant up to four teamwork feats.</p>


name: Shared Wrath
level: inquisitor 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a thorny vine)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wrath/"><i>wrath</i></a>, except that you grant multiple creatures the bonuses against your designated foe. All subjects of shared wrath receive their bonuses against the same creature.</p>


name: Sharesister
level: cleric 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of your own blood)
range: touch
target: you and one creature of your gender
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>While the name of this spell is <i>sharesister</i>, it works equally well on male or female creatures—both targets of the spell must simply be of the same gender.</p><p>When you deliver the spell, you receive a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> for the duration of the spell, and the other target receives a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> to her <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> to the save DCs of all of her spells. At 11th level, you can opt to take four <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> to grant a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> to the other target’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and spell save DCs if you wish, while at 17th level you can take 6 <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> to increase the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> to +3. Any effect that removes or prevents the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> immediately ends the sharesister spell. Negative levels received from the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/v/vanish">vanish</a> as soon as this spell effect ends. Negative levels from multiple castings of this spell stack.</p>


name: Shatter
level: bard 2, bloodrager 2, cleric/oracle 2, magus 2, occultist 2, psychic 2, sorcerer/wizard 2
school: evocation [sonic]
casting_time: 1 standard action
components: V, S, M/DF (a chip of mica)
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (object) Will negates (object) or Fortitude half; see text
spell_resistance: yes
description:
<p><i>Shatter</i> creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature.</p><p>Used as an area attack, <i>shatter</i> destroys non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.</p><p>Alternatively, you can target <i>shatter</i> against a single solid non-magical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), <i>shatter</i> deals 1d6 points of sonic damage per caster level (maximum 10d6), with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save for half damage.</p>


name: Sheet Lightning
level: druid 3, sorcerer/wizard 3
school: evocation (electricity)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: 20-ft.-radius spread
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You create a dazzling flash of electricity that fills the target area. <i>Sheet lightning</i> inflicts 1 point of electricity damage to all creatures within the area of effect (no save). The true power of the spell, though, lies not in the damage it inflicts but in the overwhelming pain the lightning creates. The sudden flash and jolt <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazes</a> living creatures for 1 round if they fail a saving throw. Creatures that save are instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> for 1 round. Any creature wearing metal armor takes a –2 penalty to its saving throw against this spell.</p>


name: Shield
level: alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: abjuration [force]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level (D)
description:
<p><i>Shield</i> creates an invisible shield of force that hovers in front of you. It negates <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-missile/">magic missile</a></i> attacks directed at you. The disk also provides a +4 <a href="https://www.d20pfsrd.com/equipment/armor/#TOC-Armor-Shield-Bonus">shield bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a>. This bonus applies against <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> touch attacks, since it is a force effect. The <em>shield</em> has no <a href="https://www.d20pfsrd.com/equipment/armor/#TOC-Armor-Check-Penalty">armor check penalty</a> or <a href="https://www.d20pfsrd.com/equipment/armor/#TOC-Arcane-Spell-Failure-Chance">arcane spell failure chance</a>.</p>


name: Shield Companion (PZ09429)
level: antipaladin 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, witch 1
school: abjuration
target: your animal companion , familiar , or fiendish servant
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shield-other">shield other</a> but affects only the caster’s <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>. Spellcasters from classes that do not normally gain an <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish</a> servant but who gain one through an alternate class feature, archetype, or prestige class can prepare and cast this spell as a 1st-level spell if they are capable of casting spells.</p>


name: Shield Companion (PZO1129)
level: paladin 2, ranger 2, shaman 2, sorcerer/wizard 3, summoner/unchained summoner 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: your companion creature
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell creates a special mystical connection between you and your companion creature—<a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>, bonded mount, <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a>, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>—which allows you to transfer its wounds to you. The creature gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC and a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saves. As an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> when your companion takes damage, you can take that damage yourself to prevent your companion from being harmed (similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shield-other">shield other</a>, except the damage is not split between you and the target). Forms of harm that do not involve the loss of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, such as <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> effects, temporary <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">level drain</a>, and death effects, are not affected. If the creature suffers a reduction of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> from a lowered <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score, you cannot take that damage on behalf of your companion creature because it is not hit point damage. When the spell ends, damage directed to you by the spell is not reassigned to the subject.</p><p>If you and your companion move out of range of each other, the spell ends.</p>


name: Shield Other
level: cleric/oracle 2, inquisitor 2, paladin 2, psychic 2
school: abjuration
casting_time: 1 standard action
components: V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains 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. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as <i>charm</i> effects, temporary ability <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">damage</a>, level <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">draining</a>, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.</p><p>If you and the subject of the spell move out of range of each other, the spell ends.</p>


name: Shield Speech
level: bard 1, cleric/oracle 1, druid 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: 10 ft.
target: you and one other creature
area: 30-ft. emanation centered on you
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You can securely communicate with one creature within range. So long as your target remains within 10 feet of you, you and it can speak freely to each other without fear of being overheard. Communications that involve shield speech cannot be spied on, such as with a divination spell, and observers of the conversation can tell you are communicating but cannot read lips or hear the conversation unless they are the target of the spell. If you or the target speak to any other creatures, they can hear you normally (only communication between you and the target is protected).</p><p>The spell does not shield writing, sign language, or any form of communication other than speaking.</p><div style="margin-left:20px">


name: Shield of Darkness
level: antipaladin 3, cleric 3, inquisitor 3, shaman 3, spiritualist 3
school: evocation [darkness, shadow]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You shield yourself with darkness, reducing the illumination level in your space to magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> and granting you total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. Your opponents are automatically aware of which squares you occupy, preventing you from attempting <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks using this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> unless every square adjacent to you has an illumination level of darkness or lower. Shield of darkness does not hinder your vision, and creatures that can see in magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a> ignore this effect.</p>


name: Shield of Dawn
level: bard 4, cleric/oracle 4, magus 4, paladin 4, ranger 4
school: evocation [fire, good, light]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level
saving_throw: see text
spell_resistance: no
description:
<p><i>You create a disk of sunlight on one arm.</i></p><p>Any creature that strikes you with a melee attack deals normal damage, but also takes 1d6 points of fire damage + 1 point per caster level (maximum +15).</p><p>Creatures with reach weapons are not subject to this damage if they attack you. The shield provides illumination as if it were a <a href="https://www.d20pfsrd.com/magic/all-spells/s/c/continual-flame" style="font-style: italic">continual flame</a> spell. You can only have one instance of this spell in effect at a time. It does not stack with similar damaging aura spells such as <a href="https://www.d20pfsrd.com/magic/all-spells/f/fire-shield/" style="font-style: italic">fire shield</a>.</p><div style="margin-left: 40px">


name: Shield of Faith
level: cleric/oracle 1, inquisitor 1
school: abjuration
casting_time: 1 standard action
components: V, S, M (parchment with a holy text written on it)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a>, with an additional +1 to the bonus for every six levels you have (maximum +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> at 18th level).</p>


name: Shield of Fortification
level: cleric 2, inquisitor 1, paladin 1, psychic 2
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You create a magical barrier that protects a target’s vital areas. When the target is struck by a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> or a <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attack</a>, there is a 25% chance that the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attack</a> is negated and damage is instead rolled normally. This benefit does not stack with other effects that can turn critical hits or <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attacks</a> into normal attacks, such as the fortification armor special ability.</p>


name: Shield of Law
level: cleric/oracle 8
school: abjuration [lawful]
casting_time: 1 standard action
components: V, S, F (a reliquary worth 500 gp)
range: 20 ft.
duration: 1 round/level (D)
saving_throw: see text
spell_resistance: yes (harmless)
description:
<p>A dim, blue glow surrounds the subjects, protecting them from attacks, granting them <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">resistance</a> to spells cast by chaotic creatures, and <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slowing</a></i> chaotic creatures when they strike the subjects. This abjuration has four effects.</p><div style="margin-left: 40px">
<p>First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-chaos"><i>protection from chaos</i></a>, this benefit applies against all attacks, not just against attacks by chaotic creatures.</p>
<p>Second, a warded creature gains Spell Resistance 25 against chaotic spells and spells cast by chaotic creatures.</p>
<p>Third, the abjuration protects you from possession and mental influence, just as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-chaos">protection from chaos</a> does.</p>
<p>Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slowed</a></i> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save negates, as the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slow</a></i> spell, but against <i>shield of law</i>‘s save DC).</p>
</div>


name: Shield of Shards
level: bloodrager 1, cleric 2, inquisitor 2, magus 2, medium 2, paladin 1, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, F (a shield)
range: personal
target: one shield you wield
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>This defensive spell must be cast on a shield you are currently wielding, and fractures the shield into two shards, plus one additional shard per 2 caster levels (to a maximum of 12 shards at 20th level). While <i>shield of shards</i> is active, you lose your shield’s bonus to AC as its broken pieces orbit you. On your turn, you can direct the shards to attack an adjacent opponent as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. The shards’ <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + the modifier for the ability score that determines your spell save DCs. The shards deal an amount of slashing and piercing damage equal to 1d4 points + 1 point per shard beyond the first, and have a threat range of 19–20. They are considered magic weapons for the purpose of bypassing <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>. Additionally, if your shield is made from a special material (such as <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a>), the shards penetrate <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> and <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> as if they were weapons made from the same material.</p><p>At the end of this spell’s duration, the shards reform into their original shield form. You regain its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> to AC, provided you still have a free hand in which to wield it. Otherwise, the shield falls at your feet in your square.</p>


name: Shield of Wings
level: cleric 3, inquisitor 3, paladin 3, ranger 3
school: transmutation [fire]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level (see below)
saving_throw: none
spell_resistance: no
description:
<p>You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet. The first time in a round where you would take fire damage, a wing vanishes (reducing the fly speed granted) and you gain fire <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 30 for the remainder of the round.</p><p>When you are down to one wing (and a fly speed of 10 feet), your maneuverability drops to poor. When you lose your final wing, you become immune to fire damage for 1 additional minute, after which the effects of this spell end.</p>


name: Shield the Banner
level: adept 1, cleric/oracle 1
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: no
description:
<p>This spell is used to protect one of a tribe’s most valuable possessions: its tribal banner. Any creature (other than a member of the tribe which the standard represents) attempting to directly attack or touch the standard must make a Will save. This spell functions as sanctuary, but only protects a standard or banner. In addition, the spell grants a +2 bonus to the standard’s hardness, and +10 to the standard’s hit points for the duration of the spell.</p>


name: Shifted Steps
school: illusion (glamer) [sonic]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object up to 10 feet across
duration: concentration + 1 round/level (D)
saving_throw: Will negates (harmless) and Will disbelief (if interacted with); see text
spell_resistance: no
level:
alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2

description:
<p>You cause the target to sound as if it is elsewhere within range, including its movements, speech, and all other sounds. As long as you concentrate, you can cause the sound’s apparent location to change as you see fit within range from your current location.</p><p>Once you cease concentrating, the sound moves so that it remains the same relative distance and direction from the target.</p><p>This spell can fool any sound-based <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a> (including <a href="https://www.d20pfsrd.com/magic/all-spells/e/echolocation/" style="font-style: italic">echolocation</a>), but it can’t fool other forms of detection such as other forms of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Lifesense-Su-">lifesense</a>, normal vision, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Tremorsense-Ex-"></a><a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Tremorsense">tremorsense</a>. The target receives a saving throw against the effect if it doesn’t wish for you to shift its sound, and any creature that interacts with the illusion receives a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Glamer">glamer</a>.</p>


name: Shifting Sand
level: druid 3, sorcerer/wizard 3
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a handful of sand)
range: medium (100 ft. + 10 ft./level)
area: 20-ft. spread
duration: 1 round/level (D)
saving_throw: Reflex negates; see text
spell_resistance: no
description:
<p>You cause an earthen or sandy surface to shift and churn within the area. The <i>shifting sand</i> obliterates tracks and is considered difficult terrain. <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks in the area take a penalty equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10). Creatures entering or beginning their turn in the <i>shifting sand</i> must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save each round or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> until the beginning of their next turn. If they attempt to move while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>, they must make a second <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. Creatures with the stability racial trait (like dwarves) may apply it as a bonus on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you may move the area of <i>shifting sand</i> up to 10 feet in any direction. Creatures that are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> in the spell’s area are carried along with the <i>shifting sand</i> in the same direction if possible. This movement does not provoke attacks of opportunity. Unattended Medium or smaller objects may also be carried along or shallowly buried by the <i>shifting sand</i>.</p>


name: Shifting Shadows
level: bard 3, sorcerer/wizard 3, witch 3
school: evocation [darkness]
casting_time: 1 standard action
components: V, S, M (a drop of ink )
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius emanation centered on a point in space
duration: 1 round/level (D)
saving_throw: none, see text
spell_resistance: no
description:
<p>Waves of shifting shadows obscure the appearance of all creatures caught within the emanation, making it harder to tell friends from foes.</p><p>This spell does not cause affected creatures to risk accidentally attacking their allies, but it does require them to concentrate harder to keep track of their allies and foes. While this spell is in effect, every creature in the area can treat any other creature in the area as an allied threatening creature for the purpose of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a>. Further, whenever a creature in the area would provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> from an enemy, that creatures’ allies in the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or lose one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> for that round as they suppress the instinct to attack a vulnerable target that might be an ally. The shadows do not hinder precision-based attacks or create areas of dim light.</p><p>Creatures under the effect of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/t/true-seeing">true seeing</a> are not affected by this spell. Creatures with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Keen-Scent-Ex-">keen scent</a>, creatures that are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a>, and creatures that operate effectively without <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/v/vision">vision</a> (such as creatures with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a>) are also not affected by this spell.</p>


name: Shillelagh
level: druid 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one touched non-magical oak club or quarterstaff
duration: 1 min./level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>Your own non-magical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. A quarterstaff gains this enhancement for both ends of the weapon. It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.</p>


name: Shining Cord
level: magus 3
school: evocation [force]
casting_time: 1 standard action
components: V, S, M (a small length fine of silver chain worth 100 gp)
range: 30 ft.
target: 1 creature
duration: 1 round/level or instantaneous (see below)
saving_throw: Fortitude partial (see below)
spell_resistance: yes
description:
<p>When you cast this spell, you make a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> against a single opponent within 30 feet. If you hit, a thin silver strand extends from your body to its, forming a connection that allows you to anticipate its actions. For the duration of the spell, you receive a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on all <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> and <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks opposed by the target. You gain a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on all <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> checks made to identify your opponent’s spell as part of a counterspelling attempt. Finally, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Dodge-Bonus">dodge bonus</a> to your AC against attacks made against you by the target.</p><p>Lastly, if either you or the target moves more than 30 feet away from the other, the cord crackles with a surge of light and sends a blast of force along its length to the other end. This blast deals 1d6 points of damage per two caster levels (maximum 10d6) and stuns the one who moved out of range for 1 round—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-Stunned">stun</a> effect. This blast ends the spell and severs the connection between you and your target.</p><p>Although the <i>shining cord</i> makes a visible connection between you and your target, creatures can move through it without ill effect. The cord even passes through solid objects as necessary to maintain the connection between you and the target.</p>


name: Shock Arrow
level: bloodrager 1, cleric/oracle 2, druid 1, inquisitor 1, magus 1, paladin 1, ranger 1
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, M (one arrow)
range: Medium (100 ft. + 10 ft./level) or see text
effect: arrow of electricity
duration: instantaneous or 1 round (see text)
saving_throw: none
spell_resistance: yes
description:
<p>You create an arrow made of crackling electricity, which you may use for one of two effects.</p><ul>
<li><b>Attack</b>: You may throw the arrow up to Medium range or fire it from a bow up to the bow’s maximum range. Either use is a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. The arrow deals 1d6 points of electricity damage + 1 point per level (maximum +5).</li>
<li><b>Beacon</b>: You throw or fire the arrow straight up. When it reaches maximum range or a solid surface (such as the roof of a cave) it explodes in a peal of thunder and forms a forked bolt of electricity resembling a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Symbol">holy symbol</a>, which lingers for 1 round. The thunder and lightning are as loud and bright as natural thunder and lightning, but they do not harm any nearby creatures.</li>
</ul>


name: Shock Shield
level: alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1
school: abjuration [electricity, force]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minutes/level (D)
description:
<p>This spell creates an invisible shield similar to but not as strong as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shield">shield</a> spell. This shield hovers in front of you and negates <a href="https://www.d20pfsrd.com/magic-missile">magic missile</a> attacks directed at you. The disk provides a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> to AC. This bonus applies against <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> touch attacks. At any time, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>, you may dismiss your shield, at which point it deals 1d6 points of electrical damage to all creatures within a 5-foot burst, including you. A <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw halves the damage.</p>


name: Shocking Grasp
level: bloodrager 1, magus 1, sorcerer/wizard 1
school: evocation [electricity]
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).</p>


name: Shocking Image
level: bard 4, bloodrager 4, sorcerer/wizard 4
school: illusion (figment) [electricity]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
saving_throw: none
spell_resistance: see text
description:
<p>This spell works like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/m/mirror-image">mirror image</a>, except the illusory doubles it creates discharge an electric shock when destroyed. An opponent that uses a melee attack to destroy one of your images takes 2d6 points of electricity damage. You must overcome a target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> the first time you deal this electricity damage to it. Failure renders the target immune to damage from this spell.</p>


name: Shout
level: bard 4, bloodrager 4, magus 4, sorcerer/wizard 4
school: evocation [sonic]
casting_time: 1 standard action
components: V
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Fortitude partial or Reflex negates (object); see text
spell_resistance: yes (object)
description:
<p>You emit an ear-splitting yell that <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafens</a> and damages creatures in its path. Any creature within the area is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafness</a> and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. A <i>shout</i> spell cannot penetrate a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silence">silence</a></i> spell.</p>


name: Shrink Item
level: occultist 3, psychic 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one touched object of up to 2 cu. ft./level
duration: 1 day/level; see text
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You are able to shrink one non-magical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a <i>shrink item</i> spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.</p><p><i>Shrink item</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, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.</p>


name: Shroud of Darkness
level: antipaladin 4, bard 5, cleric 5, inquisitor 5, mesmerist 4, shaman 5, sorcerer/wizard 5
school: evocation [darkness]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of black sand)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>With a dark incantation and a gesture of your hand over your eyes, you cause a shroud of darkness to descend upon the targets of this spell. The subjects treat the light level as two steps lower than normal for the duration of this spell. Bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a>, but even creatures with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> cannot see).</p>


name: Shroud of Innocuity
level: bard 3, medium 3, mesmerist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3
school: illusion (glamer)
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: none (harmless); see text
spell_resistance: no
description:
<p>All affected creatures are veiled with a commonplace appearance.</p><p>This appearance varies based on the viewer, but is always an ordinary member of that viewer’s race, ethnicity, or nationality.</p><p>This familiarity grants a +2 bonus on <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks attempted by affected targets against those not affected by the spell.</p><p>Creatures with an attitude of unfriendly or hostile toward an affected target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the effect the first time they encounter that target.</p>


name: Sickening Entanglement
level: druid 2, ranger 2, shaman 2 Saving Throw Reflex partial and Fort negates (see text)
school: transmutation [poison]
saving_throw: Reflex partial and Fort negates (see text)
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/e/entangle">entangle</a>, except the plants are coated with an irritating sap that creates a painful, itching rash on creatures that touch them. Any creature that enters the area or ends its turn there 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> as long as it remains in the area and for 1d4 rounds afterward. This is a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effect.</p>


name: Sickening Strikes
level: alchemist 2, antipaladin 2, druid 2, magus 3, ranger 4, witch 2
school: transmutation [disease]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: Fort negates; see text
spell_resistance: yes
description:
<p>You are imbued with <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, and any creature you strike with a melee attack must make 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 minute. Creatures that are immune to <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> are immune to this <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> effect.</p>


name: Siege Scatter (Dwarf)
level: druid 5, ranger 4, shaman 5
school: evocation [earth]
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
area: 50-ft.-radius spread
duration: instantaneous
saving_throw: Reflex partial (see text)
spell_resistance: yes (harmless)
description:
<p>A roiling blast of rough rock and dirt scatters along the ground in the area, dealing 1d6 points of slashing damage per 2 caster levels (maximum 5d6) to all creatures on the ground in the area, even on a successful saving throw. Creatures in the area that fail the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> and are knocked to the nearest edge of the area, taking 1d6 points of bludgeoning damage for every 10 feet they travel this way. Creatures that did not move during the past round and those with the stability racial trait gain a +4 bonus on the saving throw.</p>


name: Siege of Trees
level: druid 7
school: transmutation
casting_time: 10 minutes
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You imbue inanimate plants with limited mobility and a semblance of life. Each plant targeted acts as a light catapult until the end of the spell’s duration, though you must spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to aim each of these tree catapults before the first time they fire, and anytime thereafter when you want the trees to fire at a new target. The catapult uses your caster level as its targeting bonus. With a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>, you can command one or all of the trees under your command to stop firing. You do not need to supply ammunition to these tree catapults; they will automatically load themselves with rocks and boulders in the area, digging them deep from the ground if need be. You can supply the trees ammunition if you desire. The tree will not load <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Flaming">flaming</a> ammunition, and these catapult trees cannot be affected by energy siege shot if the energy selected is fire.</p><div style="margin-left:40px">


name: Sift
level: bard 0, inquisitor 0, psychic 0
school: divination
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: one 10-ft. cube
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You examine an area at range as if you were searching for fine details with the <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill. Make a <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. <i>Sift</i> detects only objects and features, not actual creatures.</p>


name: Sign of Wrath
level: cleric 6, sorcerer/wizard 6
school: evocation (force)
casting_time: 1 standard action
components: V, S, F (a gem worth 1,000 gp inscribed with the runic symbol of wrath)
range: personal
area: 25-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>A giant, glowing symbol of wrath appears below you, forcibly repulsing all nearby creatures.</p><p>All creatures within the area of effect take 1d6 points of force damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6) and are subjected to a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> that attempts to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Push-Ex-">push</a> them directly away from you. The blast’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> effect has a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</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). You are unaffected by both the spell’s damage and its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> effect, and may select up to one creature per 4 caster levels to also be ignored by the spells effects.</p>


name: Sign of the Faithful
level: cleric/oracle 0, druid 0, paladin 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: S, F (holy symbol)
range: medium (100 f. + 10 f./level)
target: one creature/level
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>As <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/message">message</a>, except the only information you can transmit is that you are a worshiper of the designated deity. Once notified, the target can reply that he understands your sign. The spell transmits meaning, not sound, and transcends language barriers.</p>


name: Signifer’s Rally
level: cleric/oracle 7, sorcerer/wizard 7
school: conjuration (teleportation) [evil]
casting_time: 1 standard action
components: V, S, M (100 gp worth of bloodstone for every ally teleported)
range: medium (100 f. + 10 f./level)
target: one willing ally/5 levels
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You teleport up to one ally per five caster levels to your location. You determine which allies you want to teleport at the time of casting; these allies have 1 round to decide to allow or refuse your spell, and they teleport immediately upon accepting. Allies are teleported as if you had cast teleport on them (your current location is at least “studied carefully” for this purpose), appearing in a puff of brimstone in a space adjacent to you. If you are in combat and your allies were not, your allies may roll initiative upon arrival but are not considered fat-footed even though they have not taken any actions. The spell does not function in areas warded against intrusion by evil creatures (such as a magic circle against evil effect).</p>


name: Signs of the Land
level: druid 3, ranger 3, shaman 3
school: divination
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/commune-with-nature">commune with nature</a> except it reveals up to three details about the territory you currently occupy from the following list: bodies of water, features, minerals, or plants. For each feature you learn about, you automatically know the skills you can use to discover that feature and you gain 1d6 Discovery Points toward finding it.</p>


name: Silence
level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, psychic 2
school: illusion (glamer)
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
area: 20-ft.-radius emanation centered on a creature, object, or point in space
duration: 1 round/level (D)
saving_throw: Will negates; see text or none (object)
spell_resistance: yes; see text or no (object)
description:
<p>Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal <a href="https://www.d20pfsrd.com/magic/#TOC-Components">components</a> cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to negate the spell and can use Spell Resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a <i>silence</i> spell are immune to sonic or language-based attacks, spells, and effects.</p>


name: Silent Image
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1
school: illusion (figment)
casting_time: 1 standard action
components: V, S, F (a bit of fleece)
range: long (400 ft. + 40 ft./level)
effect: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
duration: concentration
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>This spell creates the visual <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> of an object, creature, or force, as visualized by you. The <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.</p>


name: Silent Table
level: bard 2, cleric 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (glamer)
casting_time: 1 round
components: V
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-diameter emanation centered on an object or a point in space
duration: 1 minute/level (D)
saving_throw: none (object)
spell_resistance: no (object)
description:
<p>You protect an area against casual eavesdropping. Sounds and sonic effects that originate inside the area are muffled for anyone outside the area; <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DCs to hear or understand sounds leaving the area increase by 20, and any saving throw DCs of these effects decrease by 2. The spell does not affect sounds that enter the area or the <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks of creatures inside it.</p>


name: Silk to Steel
level: bard 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one scarf
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You imbue an ordinary scarf (or similar piece of clothing) with the strength of steel without altering its weight or flexibility. Each round on your turn, you can decide to use the scarf to defend yourself (gaining a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a>) or to attack as if the scarf were a whip.</p>


name: Silt Sphere
level: bard 3, sorcerer/wizard 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (a smooth stone)
range: 20 ft.
effect: 20-ft.-radius sphere centered on you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell generates an illusory silt cloud that drifts around you and moves with you. The cloud provides total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> to creatures within it (including you) when the spell is cast.</p><p>Creatures moving into the cloud after the spell is cast gain <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>) due to the illusion. Any creatures within the cloud can see each other normally and can see out from within the cloud as though it were transparent. If a creature other than you that has total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> due to the cloud makes an attack against any foe, it loses total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> and gains <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> instead. If you make an attack against any creature, the spell ends.</p><p>A creature that examines the cloud from the outside and succeeds at a DC 20 <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nature) check notices the silt cloud is unnaturally compact and fast moving, and that creature can attempt an immediate saving throw to disbelieve the illusion. Other circumstances (such as if the silt cloud floats in the middle of otherwise clear waters) can modify the DC of the <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nature) check.</p><p>This spell can be cast only underwater.</p>


name: Silver Darts
level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a silver needle)
range: 15 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>A cone of silver darts springs from your hand. These darts act as a silver weapon that deals 1d6 points of piercing damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6). Any creature with an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor bonus</a> greater than +4 or a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> greater than +4 takes 50% less damage.</p>


name: Silverlight
level: bard 3, cleric/oracle 3, druid 3, paladin 3, sorcerer/wizard 3
school: evocation [light]
casting_time: 1 standard action
components: V, S, M (1 sp)
range: touch
target: object touched
duration: 1 minute/level
saving_throw: Fortitude partial (see text)
spell_resistance: No
description:
<p>As daylight, except the object touched sheds bright silvery light in a 20-foot radius. In addition to providing illumination, the area of bright light is painful to creatures that are susceptible to alchemical silver. A creature with DR/silver that begins its turn within the light of this spell is automatically dazzled and becomes sickened unless it succeeds on a Fortitude save. These effects disappear 1 round after the target leaves the silverlight. A creature that leaves the area and then returns must make a new saving throw. This spell provides dim light up to 40 feet away, but only creatures within 20 feet are subject to the above effects. </p>


name: Simulacrum
level: sorcerer/wizard 7, summoner 5
school: illusion (shadow)
casting_time: 12 hours
components: V, S, M (ice sculpture of the target plus powdered rubies worth 500 gp per HD of the simulacrum)
range: 0 ft.
effect: one duplicate creature
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p><i>Simulacrum</i> creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only half of the real creature’s levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose HD or levels exceed twice your caster level. You must make a <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check (opposed by the caster’s <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check) or a DC 20 <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check.</p><p>At all times, the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.</p>


name: Siphon Magic
level: cleric 5, sorcerer/wizard 5, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S, M (a coiled length of copper wire wrapped around the palm)
range: touch
target: creature touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell attempts to transfer a magical effect from a creature you touch to yourself. When you touch the creature, <i>siphon magic</i> attempts to end one ongoing spell that has been cast on that creature, as if via a targeted <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>. If you know the specific spell effect you wish to target, you can name that spell effect to target that specific spell; otherwise <i>siphon magic</i> begins with the highest-level spell in effect and works its way down through all spells affecting the target until it dispels one or runs out of effects, as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>.</p><p>If <i>siphon magic</i> successfully ends a spell effect on the target, the remaining duration of that spell effect is transferred to you. That spell effect plays out for the rest of its duration as if you had been the original target. If the spell allows a saving throw to resist the effect, you gain a saving throw as if the spell were just being cast upon you, although this does not “reset” the spell’s duration.</p>


name: Siphon Might
level: druid 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: necromancy
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Fortitude half
spell_resistance: yes
description:
<p>You drain the might of the target and transfer that power to another creature. The subject takes a penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> equal to 1d6 + 1 per 2 caster levels (maximum 1d6 + 5). This effect can’t cause the subject’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score to drop below 1.</p><p>A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves this penalty. This penalty doesn’t stack with itself or the penalty applied from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/r/ray-of-enfeeblement">ray of enfeeblement</a>.</p><p>You can grant any one creature adjacent to you (including yourself) an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> equal to the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> penalty imposed by this spell.</p>


name: Sirocco
level: druid 6, magus 6, sorcerer/wizard 6
school: evocation [air, fire]
casting_time: 1 standard action
components: V, S, M/DF (handful of fine sand cast into the air)
range: medium (100 ft. + 10 ft./level)
area: cylinder (20-ft. radius, 60 ft. high)
duration: 1 round/level (D)
saving_throw: Fortitude partial, see text
spell_resistance: yes
description:
<p>A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> to all creatures in the area and knocking them <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 fire damage and negates being knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. Flying creatures forced into the ground by the powerful downdraft take damage as if they fell unless they make a DC 15 <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> check, in which case they remain at their original altitude.</p><p>Any creature that takes damage from a <i>sirocco</i> becomes <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-Fatiguede">fatigued</a>, such as from a previous round of exposure to a <i>sirocco</i> spell). Creatures with the water subtype take a -4 penalty on all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> against this spell and take double normal damage.</p>


name: Skeleton Crew
level: cleric 3, sorcerer/wizard 4, summoner 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, M
range: touch
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
<p>This spell turns corpses into <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeletons</a> that act as crew and obey your commands to the extent of their abilities.</p><p>The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> you create are 1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Die</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeletons</a> that possess <a href="https://www.d20pfsrd.com/skills/profession">Profession</a> (sailor) scores equal to half your character level plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier (for <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a>), <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (for <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witches</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>), or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (for <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a> and <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoners</a>). Each <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeleton</a> can perform the duties of one crew member but has no other abilities. The created <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeletons</a> cannot speak, attack, or even defend themselves. The only orders they obey are ones pertaining to the operation of a ship. Skeletal crew members are not proficient with any weapons or armor.</p><p>You can’t create more <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> of skeletal crew members than twice your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> with a single casting of <i>skeleton crew</i>. The <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/desecrate">desecrate</a> spell doubles this limit. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> you create by casting <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeleton</a> crew remain under your control for the duration of the spell, and do not count against your limit of total <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> worth of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures you can control.</p><p>A skeletal crew member can only be created from a mostly intact <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> corpse. The corpse must have bones. When you cast this spell, any flesh left on the corpses melts away into fog.</p>


name: Skim
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a dog-eared page)
range: personal
target: you
duration: 1 hour/level
level:
alchemist 1, arcanist 1, bard 1, cleric 1, inquisitor 1, investigator 1, magus 1, occultist 1, oracle 1, psychic 1, shaman 1, skald 1, sorcerer 1, warpriest 1, witch 1, wizard 1

description:
<p>This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages">comprehend languages</a>, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library.</p>


name: Skin Tag
level: alchemist 1, medium 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 minute
components: V, S, M (beverage or food item, plus special reagents worth 25 gp)
range: touch (object); 1 mile (remote effects)
target: 1 beverage or piece of food touched
duration: 1 day plus 1 day/level (D)
saving_throw: none (object), Fort negates; see text
spell_resistance: no (object), yes (creature)
description:
<p>You mix a malign spirit into a piece of food, a drink, or some other item to be consumed (including alchemical items, <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a>, elixirs, or similar items). The skin tag spell discharges when the item is consumed, affecting the creature that used the item unless it succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. The spirit embeds itself somewhere in the affected creature’s skin, forming a painless set of wrinkles and tags of skin that looks vaguely like a face when the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> activates. You are considered to have a body part from the affected creature for the purpose of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scrying">scrying</a> and similar <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> spells. Once per day as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can remotely cause the spirit to make the affected creature’s skin crawl, causing the creature to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d4 rounds + 1 round per 2 caster levels you have (to a maximum of 5 extra rounds at 10th level) unless it succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. Alternatively, once per day you can remotely use a hex, a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> spell, or a <a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">necromancy</a> spell that causes <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> or possession on the affected creature. Each time you use the remote sickening or spell or hex effect, 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 taste a hint of rot) or DC 25 (if the affected creature is wearing armor or heavy clothing); <b>hp</b> 5 hp; <b>Trigger</b> conditional (using the item or the spell’s remote effect); <b>Reset</b> none</p><div style="width:192px;margin:auto;font-size:12px;text-align:center">
<a href="https://www.amazon.com/gp/product/1601258844/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601258844&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=f962ac1f9c2d6aa44eec762c4cf8a238"><img border="0" src="https://ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&amp;MarketPlace=US&amp;ASIN=1601258844&amp;ServiceVersion=20070822&amp;ID=AsinImage&amp;WS=1&amp;Format=_SL250_&amp;tag=httpwwwd20pfs-20"/><br/> Get this book AND<br/>Support this site! </a>
<img alt="" border="0" height="1" src="http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/irthttpwwwd20pfs-20amplam2ampo-2ampa-260-2258844-2" style="border:none!important;margin:0px!important" width="1"/>
</div>


name: Skinsend
level: alchemist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 minute
components: V, S
range: personal
target: you
duration: 1 hour/level (D)
description:
<p>You cause your own skin to peel off your body and animate as a magical creature you control. You may project your consciousness to your animated skin or return it to your actual body as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. When your consciousness is in your body, you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> (except for transferring your will to your skin, or dismissing the spell).</p><p>Your possessed skin is identical to you in all ways, except the following: It has only half the number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> you had at the time you cast the spell, and cannot be healed above this maximum; <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> type, traits, and immunities; <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Str</a> 3, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Con</a> —; <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">DR</a> 10/piercing or slashing; and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Compression-Ex-">compression</a> (as the universal monster ability). Your skin can take any actions you could normally take in your own body (such as to fight or cast spells).</p><p>When your skin leaves your body, your body’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> drop to 0. Your body cannot heal damage naturally while you have no skin, nor do spells that cure hit point damage work on your body; only regeneration (from a <a href="https://www.d20pfsrd.com/magic/all-spells/r/regenerate/" style="font-style: italic">regenerate</a> spell, <a href="https://www.d20pfsrd.com/magic-items/rings/ring-of-regeneration/"><em>ring of regeneration</em></a>, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a> monster ability, or any other effect that can regrow missing limbs) or <a href="https://www.d20pfsrd.com/magic/all-spells/h/heal" style="font-style: italic">heal</a> can regrow your skin and allow you to heal above 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>.</p><p>If your body is regenerated before your skin returns to it, the skin dies and your consciousness returns automatically to your body. Your skin can be preserved with <a href="https://www.d20pfsrd.com/magic/all-spells/g/gentle-repose/" style="font-style: italic">gentle repose</a> and is suitable for any purpose that requires some of your flesh (such as a <a href="https://www.d20pfsrd.com/magic/all-spells/r/resurrection/" style="font-style: italic">resurrection</a> spell) or any magic or ritual that requires a creature’s skin.</p><p>When your skin returns to your body, you regain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to your skin’s remaining <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. If the spell ends before you reunite with your skin or if your skin is killed while you are in your body, you remain <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> and at 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> until your full body is restored to you (requiring powerful magic, as described above). If your body dies while you are possessing your skin, you die when the spell ends, regardless of how many <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> the skin has left. If your body or skin is slain with your consciousness in it, the spell ends and you are instantly killed.</p><p>This spell leaves long scars on your skin where it split apart, although these fade normally with the use of healing magic.</p>


name: Sky Steed
level: paladin 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: a creature you are mounted upon
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target sprouts angelic wings and gains a fly speed equal to its base speed with average maneuverability. It also gains a bonus on <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> checks equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Sky Swim
level: cleric/oracle 3, druid 3, shaman 3, witch 3
school: transmutation [air]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: Large or smaller creature touched
duration: 1 minute/level
saving_throw: none (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell grants the target the ability to swim through the air.</p><p>If the target has a swim speed, it can move through the air at that speed. Otherwise, it must succeed at <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> checks to move as normal. Still air is treated as calm water, light or moderate wind is treated as rough water, strong or severe wind is treated as stormy water, and the target cannot swim through stronger winds. This spell does not grant the ability to breathe air to creatures that normally can’t.</p>


name: Skyshroud
level: arcanist 3, bard 3, cleric/oracle 3, skald 3, sorcerer/wizard 3, warpriest 3
school: divination (scrying)
casting_time: 1 minute
components: V, S, F (a jar of earth from the surface)
range: long (400 ft. + 40 ft./level); see text
effect: hemisphere that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>The caster designates the area of a hemisphere within the spell’s range. If a solid object would block the creation of the hemisphere (such as a ceiling or wall), the spell instead conforms to the geometry of the location up to the maximum area of effect for the spell. The hemisphere displays an image of the sky as it appears directly above where the spell was cast. This effect bypasses natural impediments, such as rock or stone, that would obstruct the targeted location from the sky.</p><p>The image of the sky created by this spell counts as the actual sky for purposes of effects that require view of the sky, sun, stars, or other features (including for spell preparation or deific obediences). It does not enable spells or effects that draw effects from the sky (such as <a href="https://www.d20pfsrd.com/magic/all-spells/c/call-lightning" style="font-style: italic">call lightning</a>).</p><p>Light created by this effect functions normally and harms creatures vulnerable to bright light or direct sunlight.</p>


name: Slave to Sin
level: bard 2, cleric 3, inquisitor 3, mesmerist 2, paladin 2, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a scrap of paper inscribed with a sin rune)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Will negates (see below)
spell_resistance: yes
description:
<p class="desciption">This spell allows you to reach into an evil creature’s mind to expose and exploit its susceptibility to whichever of the seven so-called deadly sins it is most susceptible to.</p><p>The targeted creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or it is overwhelmed with an inability to repress urges to indulge in whatever sin most closely mirrors its personality, and a glowing rune appears upon the creature’s body (usually the brow), identifying the sin. (The GM adjudicates which rune manifests on the creature’s body, as appropriate.)</p><p>Each round, at the start of its turn, the target must attempt a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw against the spell’s DC to resist the sin’s enslavement. If the target succeeds at this saving throw, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for that round by the distractions of its sin. If it fails, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> as it spends part of its action wallowing in its targeted sin (a wrathful victim might waste time spouting threats and profanity, while a slothful victim might merely be slow and hesitant, and a lustful victim could well spend precious moments ogling or fawning over something of beauty).</p>


name: Slay Living
level: antipaladin 4, cleric/oracle 5, shaman 6, witch 6
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.</p>


name: Sleep
level: bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, M (fine sand, rose petals, or a live cricket)
range: medium (100 ft. + 10 ft./level)
area: one or more living creatures within a 10-ft.-radius burst
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
<p>A <i>sleep</i> spell causes a magical slumber to come upon 4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> of creatures. Creatures with the fewest <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> are affected first. Among creatures with equal <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a>, those who are closest to the spell’s point of origin are affected first. <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> that are not sufficient to affect a creature are wasted. Sleeping creatures are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a <a href="https://www.d20pfsrd.com/gamemastering/combat/#TOC-Standard-Actions">standard action</a> (an application of the <a href="https://www.d20pfsrd.com/gamemastering/combat/#TOC-Aid-Another">aid another</a> action). <i>Sleep</i> does not target <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> creatures, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures.</p>


name: Sleepwalk
level: inquisitor 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S, M (a sprig of belladonna worth 100 gp)
range: touch
duration: 1 hour/level (D)
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p> You compel an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> or sleeping creature to rise and move in a half-awake state. The target creature staggers about if led or guided, but remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> for all other purposes. </p><p> The subject moves at half speed and is limited to a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> each round. It is not capable of moving at a higher rate of speed or taking actions other than movement except by magical assistance, and automatically fails any <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>– or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>-based skill checks. If the creature takes any damage while <i>sleepwalking</i> it must make a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> or the spell ends and the creature awakes (if it has more than 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>). When the spell ends or is dismissed, the target remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> and must be awoken normally. While <i>sleepwalk</i> allows an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> creature to move, it does not awaken the creature, nor does it <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable">stabilize</a> or otherwise heal them. A <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Disabled">disabled</a> creature that moves about while under the effects of this spell does not start <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a> again as a result of this movement. </p>


name: Sleepwalking Suggestion
level: bard 4, medium 3, mesmerist 4, psychic 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (two doses of oil of taggit worth 180 gp total)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 24 hours
saving_throw: Will negates or none (see text)
spell_resistance: yes
description:
<p>You compel the target creature to rise from its sleep as if sleepwalking and perform a course of activity (limited to a sentence or two). The spell takes effect immediately if the target is already asleep, or as soon as the target falls asleep if it is conscious. You can specify that the creature should wait before taking action when you give your instructions if you so choose.</p><p>A sleeping creature doesn’t get a save against this spell. The suggested activity must not cause the target to directly harm itself or others, but it doesn’t need to be reasonable. For example, you could instruct the target to unlock doors and windows or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> its ally’s <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Rations">rations</a>, but not jump off a roof or perform a <a href="https://www.d20pfsrd.com/gamemastering/combat#coup-de-grace">coup de grace</a> action against a sleeping ally. Instructions that cause direct harm prompt the target to awaken just prior to performing the action and the target experiences a vague memory of what it was supposed to do.</p><p>The target moves at its speed, but isn’t capable of running or moving at a higher rate of speed. It moves in dark conditions as if it had <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> and can perform most simple and skill-based actions, but it can’t engage in combat, spellcasting, or actions that require significant cognitive awareness (like making complex decisions, solving puzzles, or using complicated magic items). If the creature takes any damage while sleepwalking, it must attempt a new saving throw. If it succeeds, the spell ends and the creature awakens. When the target completes the suggested course of activity, or when the spell ends or is dismissed, the target remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> and returns to where it was sleeping and must be awoken normally. It retains no memory of what it did while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> (with the only exception described above).</p><p>Unlike the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sleepwalk">sleepwalk</a> spell, attempts to use <i>sleepwalking suggestion</i> on a creature that is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> for any reason other than sleep automatically fail. A creature affected by <i>sleepwalking suggestion</i> is unaware it has been programmed to act in its sleep (unless awoken because it was about to cause harm).</p>


name: Sleet Storm
level: bloodrager 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
school: conjuration (creation) [cold]
casting_time: 1 standard action
components: V, S, M/DF (dust and water)
range: long (400 ft. + 40 ft./level)
area: cylinder (40-ft. radius, 20 ft. high)
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>Driving sleet blocks all sight (even <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> skill for details).</p><p>The sleet extinguishes torches and small fires.</p><h3>By the way…</h3><p>The sleet, snow, and ice created by this spell does not move with a ship, but the deck is considered icy. This spell also allows a ship to make an additional saving throw to extinguish fires.</p>


name: Slick Walls
level: arcanist 2, bard 2, magus 2, skald 2, sorcerer/wizard 2, summoner 2, summoner (unchained) 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (drop of oil)
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft.-radius emanation centered on a point in space
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p class="description">You coat all walls and ceilings within the spell’s area with a slick substance.</p><p>The DC of all <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> checks for the affected surfaces increases by twice your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +20). Creatures cannot take 10 on <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> checks while scaling the affected surfaces, even if they have a climb speed or other ability that would normally allow taking 10. This spell has no effect on magical walls or surfaces, such as the sides of a hole created with create pitAPG.</p>


name: Slipstream
level: bloodrager 2, druid 2, ranger 2, sorcerer/wizard 2
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M/DF (a few drops of oil and water)
range: touch
duration: 10 minutes/level (D)
saving_throw: Reflex negates (harmless)
spell_resistance: no
description:
<p>You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target’s speed increases by 10 feet.</p><p>If going downhill, speed increases by 20 feet instead, but <i>slipstream</i> provides no movement bonus when going uphill.</p><p>While swimming, the <i>slipstream</i> increases the target’s swim speed by 20 feet-if the target does not have a swim speed, this spell grants a swim speed of 20 ft.</p>


name: Slough
level: cleric 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 4, witch 5
school: transmutation [evil]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of dried skin flakes)
range: medium (100 ft. + 10 ft./levels)
target: one living creature
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>The target takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> each round as its skin loosens and splits. Once it has taken 5 or more points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> in this way, its skin falls off to reveal its musculature. The creature ceases taking <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a>, but takes a –4 penalty on saving throws against <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, pain effects, or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, and on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skill checks with the exception of <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> and <a href="https://www.d20pfsrd.com/skills/use-magic-device">Use Magic Device</a>. The creature’s skin regrows rapidly—once its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> is fully healed, its skin becomes intact once again and the penalties end.</p>


name: Slow
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of molasses)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
level:
bard 3, bloodrager 4, magus 3, medium 2, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 2, unchained summoner 3

description:
<p>An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves. A <i>slowed</i> creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.</p><p>Multiple <i>slow</i> effects don’t stack. <i>Slow</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/haste/"><i>haste</i></a>.</p>


name: Slow Suffocation
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 1 minute/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>The target is unable to breathe and is treated as if she is holding her breath (see <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Suffocation">suffocation</a>).</p><p>Strong stimulants, effects that increase the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, or physical trauma (such as taking 10 or more points of damage from a single attack) negate the spell immediately. Creatures that do not need to breathe are immune to this spell. The target is considered to have taken a dose of keif for the purpose of addiction and withdrawal effects.</p>


name: Slowing Mud
level: druid 4, shaman 4
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (earth and water)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (see text)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You coat the targets in thick, sticky mud. The mud acts as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">slow</a> spell and also blinds the targets. A creature can use a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to remove the mud from its eyes or the eyes of an adjacent creature, ending the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> condition for that individual. Removing enough mud to end the slow effect is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>. Jumping into a lake or being subject to an effect that creates a lot of water (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/c/create-water">create water</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/h/hydraulic-push">hydraulic push</a>) removes all the mud in 1 round.</p><p>A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/h/haste">haste</a> effect cast on a creature slowed by the mud allows it to act normally for the duration of the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/h/haste">haste</a>. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/slow">Slow</a> does not stack with the effects of slowing mud. This spell cannot counter or dispel <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/h/haste">haste</a>.</p>


name: Smite Abomination
level: cleric/oracle 5, inquisitor 4
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level
description:
<p>Drawing upon positive energy, you emulate some of a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin’s</a> power to <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>. Choose one <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature as your target. Your melee attacks against that target gain a bonus equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier, whichever is higher, on your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, and a bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> on damage rolls. Your melee attacks also bypass the target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>. These bonuses do not stack with the bonuses from a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin’s</a> <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite</a>.</p>


name: Smug Narcissism
level: bard 3, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a tiny shard of a mirror)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous*
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause your target to become overwhelmed by its own importance, talents, and attractiveness. The target cannot help but look at itself in every reflective surface at every possible opportunity. In social situations, the target always tries to comment about how attractive it is or how ugly someone else is by comparison. The target remains constantly distracted, always looking for a reflective surface to gaze upon (such as a mirror, pool of water, a polished shield, and so on). The distraction gives the target a –2 penalty on all skill checks. In combat, the target worries about enemies damaging its appearance, and focuses on defense rather than offense (casting defensive spells rather than offensive spells, using the fight defensively or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Total-Defense">total defense</a> action, and so on).</p>


name: Snake Staff
level: cleric/oracle 5, druid 5, shaman 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (a knife suitable for whittling)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>With a long hissing whisper, you transform ordinary pieces of wood into various sorts of snakes that immediately attack your foes. </p><p>As long as the snakes remain within sight, you can direct their actions telepathically as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. You can only apply this spell to wooden objects not in a creature’s possession or not part of a larger structure or plant. Each time you cast this spell you can create a number of snakes equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. More powerful snakes take up more than one of your available total, as noted below.</p><p style="margin-left:40px"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-venomous">Venomous Snake</a>: A stick or piece of firewood. Counts as 1 snake.</p><p style="margin-left:40px"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-constrictor">Constrictor Snake</a>: A staff or tree branch. Counts as 2 snakes. </p><p style="margin-left:40px"><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-advancement">Advanced</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-venomous">Venomous Snake</a>: A stick or piece of firewood. Counts as 2 snakes. </p><p style="margin-left:40px"><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-advancement">Advanced</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-constrictor">Constrictor Snake</a>: A staff or tree branch. Counts as 3 snakes.</p><p style="margin-left:40px"><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-advancement">Advanced</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-king-cobra">Giant Venomous Snake</a>: A log or pile of debris. Counts as 4 snakes. </p><p style="margin-left:40px"><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/monster-advancement">Advanced</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-constrictor-anaconda">Giant Constrictor Snake</a>: A fallen tree or a large pile of debris. Counts as 5 snakes. </p>


name: Snapdragon Fireworks
level: bard 2, sorcerer/ wizard 1
school: transmutation [fire, light]
casting_time: 1 standard action
components: S, V, M (a bundle of sulfur wrapped in cloth)
range: long (400 ft. + 40 ft./level)
effect: dragon-shaped fireworks
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
<p>A favorite display at <a href="https://www.d20pfsrd.com/races/core-races/halfling">halfling</a> midsummer festivals, this spell lets you create fireworks in the shape of tiny <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragons</a>. Once per round, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> for 1 round (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half, a successful save negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.</p>


name: Snare
level: druid 3, ranger 2
school: transmutation
casting_time: 3 rounds
components: V, S, DF
range: touch
target: touched nonmagical circle of vine, rope, or thong with a 2ft. diameter + 2ft./level
duration: Until triggered or broken
saving_throw: none
spell_resistance: no
description:
<p>This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast <i>snare</i> upon it, the cord-like object blends with its surroundings (DC 23 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check for a character with the <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding">trapfinding</a> ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend, straightening when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cord-like object tightens around the creature, dealing no damage but causing it to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>.</p><p>The snare is magical. To escape, a trapped creature must make a DC 23 <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check or a DC 23 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check that is a full-round action. The snare has <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.</p>


name: Snow Shape
level: cleric 2, druid 1, sorcerer/wizard 2
school: transmutation [water]
casting_time: 1 standard action
components: V, S, M/DF (a miniature shovel)
range: touch
target: snow or snow-sculpted object touched, up to 5 cubic ft. + 1 cubic ft./level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p><i>In frozen northern lands, where the earth may be hidden beneath heavy drifts of snow, <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a> have developed a variation of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-shape">stone shape</a> that other spellcasters have since learned.</i></p><p>You can form a mass of snow into any shape that suits your purpose, as per the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-shape">stone shape</a>. While it’s possible to make crude objects with snow shape, most fine details aren’t possible. However, a successful <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> (weapons) check allows you to create a bladed weapon from the snow. The DC of this check is equal to the DC listed with the <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> (weapons) skill. You must be the one to make the <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> check and must do so at the time of casting this spell. A failed check means that the spell is cast normally but the weapon created is malformed and useless. This spell can only be used to craft weapons and not more precise tools or elaborate armors.</p><p>Once you create the item with this spell, it solidifies into super-hard ice, gaining a <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> of 5 and 10 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per inch of thickness. This weapon takes double damage from fire. Anyone using an ice weapon takes a –2 penalty on attacks due to the slippery, unwieldy nature of the weapon, but the weapon deals 1 point of cold damage in addition to its normal damage. A weapon created by this spell lasts for 24 hours before melting into uselessness.</p>


name: Snowball
level: druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
school: conjuration (creation) [cold, water]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one ball of ice and snow
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: no
description:
<p>You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw or be <a href="https://www.d20pfsrd.com/gamemastering/conditions/#TOC-Staggered">staggered</a> for 1 round.</p>


name: Soften Earth and Stone
level: druid 2
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: 10-ft. square/level; see text
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.</p><p>A creature in mud must succeed on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a>. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.</p><p>While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a <a href="https://www.d20pfsrd.com/gamemastering/environment/dungeons#TOC-Cave-Ins-and-Collapses-CR-8-">cave-in</a> with no bury zone, see <a href="https://www.d20pfsrd.com/gamemastering/environment">Environment</a>).</p><p>A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.</p>


name: Solid Fog
level: magus 4, shaman 4, sorcerer/wizard 4, unchained summoner 4, witch 4
school: conjuration (creation)
components: : V, S, M (powdered peas and an animal hoof)
duration: 1 min./level
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud">fog cloud</a>, but in addition to obscuring sight, the solid fog is so thick that it impedes movement. Creatures moving through a solid fog move at half their normal speed and take a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed so that each 10 feet of vapor that it passes through reduces the falling damage by 1d6. A creature cannot take a 5-foot-step while in solid fog. Solid fog, and effects that work like solid fog, do not stack with each other in terms of slowed movement and attack penalties.</p><p>Unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.</p><p>Solid fog can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell. A permanent solid fog dispersed by wind reforms in 10 minutes.</p>


name: Solid Note
level: bard 1
school: conjuration (creation)
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
effect: one solidified musical note
duration: concentration + 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You give temporary physical form to a single musical note and can hang it, suspended, wherever you wish within range, allowing you to use it as hook, pulley, door blocker, or anything else your imagination desires. The exact appearance of the <i>solid note</i> depends on your melody. You can make it spiked or smooth, simple or convoluted, and with any color pattern you wish, however, it always has a size approximately equal to that of your outstretched hand. Once created, the <i>solid note</i> resists all attempts to move it but instantly disappears if enough force or weight is brought to bear against it. The note has an effective <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> equal to 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. It cannot hold more weight than the equivalent of a heavy load for its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> without disappearing. Any creature that wins an opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check against the note (by pushing open a door which the note is holding shut for example) also causes it to disappear. The note can never deal actual harm to a creature and disappears if successfully attacked (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> 10 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier) or overcome with a combat maneuver such as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> 2 + your base <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier). Any creature obstructed by the <i>solid note</i> simply fails to budge it and loses that action for the round.</p>


name: Solidify Earth
level: arcanist 2, cleric/oracle 2, druid 2, hunter 2, shaman 2, sorcerer/wizard 2, warpriest 2
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M/DF
range: close (25 ft. + 5 ft./2 levels)
area: up to two 10-foot cubes per level (S)
duration: 1 minute/level
saving_throw: Reflex negates (see text)
spell_resistance: no
description:
<p>Stone, dirt, and other types of earth within the area become more tightly packed.</p><p>Burrowing creature (including those using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/earth-glide">earth glide</a>) treat the area as difficult terrain. Any creature that begins its turn <a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Burrow">burrow</a>ing in the affected area becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> for 1 round (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> negates). <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Tremorsense-Ex-">Tremorsense</a> and similar senses are ineffective within the affected area. Creatures with the earth mastery special ability (such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth">earth elementals</a>) double their bonus on attack and damage rolls so long as both they and their targets are touching the area affected by this spell.</p>


name: Song of Discord
level: bard 5
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: creatures within a 20-ft.-radius spread
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a <i>song of discord</i> to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>.</p><div style="margin-left: 20px;">


name: Song of Healing
level: bard 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level or until performance ends or changes (see text)
description:
<p>You must have a <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> in effect to cast this spell (although this spell is called <i>song of healing</i>, the <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> need not be singing). As long as that performance continues, up to 3 creatures affected by the performance gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> 2. When this <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> ends or you change to a different <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a>, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> granted by this spell ends as well, but all creatures affected by this spell heal 1d8 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15) and are cured of any of the following conditions: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>.</p>


name: Songbird
level: bard 1, cleric 1, mesmerist 1, paladin 1, psychic 1, sorcerer/wizard 1
school: conjuration (good)
casting_time: 1 swift action
components: S
range: personal
target: you
duration: 1 round
description:
<p>You conjure uplifting music from the wilds of <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Elysium-Chaotic-Good-">Elysium</a>, <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Heaven-Lawful-Good-">Heaven</a>, or <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Nirvana-Neutral-Good-">Nirvana</a> to bolster other musical activities.</p><p>If you cast songbird during the same round in which you attempt a <a href="https://www.d20pfsrd.com/skills/perform">Perform</a> check, songbird acts as accompaniment and grants a +3 bonus on that <a href="https://www.d20pfsrd.com/skills/perform">Perform</a> check.</p><p>If you cast songbird in the same round in which you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> a <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a>, that round of <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> does not count against your total rounds of <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> available for the day.</p><p>If you cast songbird in the same round in which you cast a spell with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Sonic">sonic descriptor</a>, that spell’s save DC increases by 1.</p>


name: Sonic Form
level: alchemist 6, bard 6, sorcerer/wizard 6
school: transmutation (polymorph) [sonic]
casting_time: 1 standard action
components: V, S, M (a pinch of dust gathered from a gravestone or a sacred shrine)
range: personal
target: you
duration: 1 round/level
description:
<p>Upon casting this spell, you keep your relative shape, but you and your equipment are transformed into semisolid sound. While in this sonic form, you take no penalties for squeezing, and you can move through spaces without penalty as if you were a creature three size categories smaller. You can make a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> once per round that deals 1d6 points of sonic damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. You are considered <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> (although you cannot move through solid objects). Any non-magical attacks you make deal half damage. Magical attacks are unaffected, and you can use your magic items and other equipment as normal.</p><p>You cannot enter an area of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silence">silence</a>. If you are in the area of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silence">silence</a> spell, you take 1d6 points of sonic damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silence">silence</a> spell in the round it is cast and in each round when you end your turn within the spell’s area. You can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw each round to take half damage.</p><p>If this spell’s duration ends when you are in a square that a creature of your size cannot normally occupy, you take 3d6 points of damage and are shunted to the nearest open space that you can normally occupy.</p>


name: Sonic Scream
level: bard 2, bloodrager 2, magus 2, psychic 2, sorcerer/wizard 2
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: 15 ft.
area: cone-shaped burst
duration: 1 round/level or until discharged (see text)
saving_throw: Reflex half (see text)
spell_resistance: yes
description:
<p>Up to three times during this spell’s duration, you can emit a cone of powerful sound as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. The first cone deals 4d4 points of sonic damage to every creature in the area. The second deals 2d4 points of sonic damage to every creature in the area. The third deals 1d4 points of sonic damage to every creature in the area. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save against a cone halves that cone’s damage. After the third cone of sound, the spell ends. Until you use all three cones, you cannot use your voice for any magic-related purpose (<a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a>, verbal spellcasting, and so on), and cannot speak at any volume lower than a shout.</p>


name: Sonic Thrust
level: bard 4, sorcerer/wizard 5
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: see text
duration: instantaneous
saving_throw: Will negates (object) or none (see text)
spell_resistance: yes (object) (see text)
description:
<p>You produce a sweeping rush of sound that can hurl creatures or objects away from you, like the violent thrust version of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/t/telekinesis">telekinesis</a>. You can hurl one object or creature per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15) that is within range; it flies in a straight line away from you. Any objects of creatures thrown must be within 10 feet of each other. You can hurl a total weight of up to 25 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 375 pounds at 15th level).</p><p>You can use this spell to hurl an object or creature toward a particular target. 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 <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/bard">bard</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>). Hurled 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 that fall within the weight capacity of the spell can be hurled, but they are allowed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> 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 hurled creature is thrown against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).</p>


name: Soothe Construct
level: cleric/oracle 4, sorcerer/wizard 5
school: abjuration
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one construct
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You soothe the elemental spirit of a targeted <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>, reducing its chance of going berserk by 1d4% per four caster levels (maximum 5d4%). If cast on a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> that has already gone berserk and you are its master, you may immediately roll d% to end the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct’s</a> berserk state, it returns to normal functioning, and its berserk chance returns to 0%.</p>


name: Soothing Mud
level: druid 3, ranger 3, shaman 3
school: conjuration (healing) [earth, water]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: dust, earth, sand, or water in one 5-ft. square/level
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create an area of healing mud. Water, earth, sand, and dust thicken into a wet mud. The mud functions as difficult terrain and does not sink if created in water unless weighed down by more than 100 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have. Each round a creature begins its turn in or on the mud, the mud restores 1 hit point to it; this healing is unaffected by effects that increase a creature’s <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a>. A creature that rests partially or completely submerged in this mud for 1 full minute is also healed of 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> to an ability score of its choice. A creature can be healed of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> this way only once per day.</p>


name: Soothing Word
level: cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 3, witch 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1 creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target of this spell causes several conditions that he suffers from to be lessened in severity one step. If he is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, he is instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. If he is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>, he is instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a>. If he is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>, he is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>. If he is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a>, he is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>. If he is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, he is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>. The duration of the effect is unchanged; the effect is simply reduced to the lesser version. This spell has no effect on conditions not listed above.</p>


name: Soul Bind
level: cleric/oracle 9, shaman 9, sorcerer/wizard 9, witch 9
school: necromancy
casting_time: 1 standard action
components: V, S, F (see text)
range: close (25 ft. + 5 ft./2 levels)
target: corpse
duration: permanent
saving_throw: Will negates
spell_resistance: no
description:
<p>You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/clone">clone</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/r/raise-dead">raise dead</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/r/reincarnate">reincarnation</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/r/resurrection">resurrection</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/t/true-resurrection">true resurrection</a>, or even a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a> or a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a>. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).</p><p>The focus for this spell is a black sapphire of at least 1,000 gp value for every HD possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or HD as such, the value of the gem needed to trap an individual can be researched.)</p>


name: Soul Transfer
level: cleric 7, psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, witch 7
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M (a gem worth 1,000 gp per HD of the targeted creature or soul)
range: close (25 ft. + 5 ft./2 levels)
target: one petitioner , incorporeal soul, or similar creature
duration: permanent; see text
saving_throw: Will negates
spell_resistance: yes (see text)
description:
<p>This spell functions like the spell completion option of <a href="https://www.d20pfsrd.com/magic/all-spells/t/trap-the-soul" style="font-style: italic">trap the soul</a>, except it works only on bodiless souls (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> or a soul trapped in a gem) and creatures whose substance is a physical incarnation of a soul (such as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a>). It does not work on creatures formed from souls or <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/planar" style="font-style: italic">planar</a> material (such as most <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>). <em>Soul transfer</em> is mainly used to transfer souls from one receptacle to another, but it can also be used to capture vulnerable souls that aren’t bound to mortal flesh (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioners</a>). When used to capture a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a>, the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner’s</a> physical body vanishes, reappearing only when its soul is released from the receptacle.</p>


name: Soul Vault
level: cleric 3, druid 4, inquisitor 3, psychic 5, shaman 3, sorcerer/wizard 4, spiritualist 2, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p><b>Note</b> This item is associated with a particular deity that can not be named here.</p><p>This spell protects the target’s soul by briefly enveloping the target in an ethereal vault. The target gains a +4 bonus on saving throws against spells and effects that would trap or redirect its soul (such as <a class="spell" href="https://www.d20pfsrd.com/magic-jar">magic jar</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/soul-bind">soul bind</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/t/trap-the-soul">trap the soul</a>) and effects that would transform the target into an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature. The target is granted a save to negate such effects even if one is not normally allowed. If it’s cast on a living creature that then dies, the target’s body and spirit are protected by the spell for its duration. If it’s cast on a corpse within 1 round of death, the target’s body and soul are both protected. Otherwise, only the body receives the protection.</p><p>Any spellcaster that worships the associated deity may learn and cast soul vault as a 4th level spell, if it isn’t normally on her class spell list. Soul vault can be made permanent with the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell at a cost of 7,500 gp and a minimum <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of 11th.</p>


name: Soulseeker
level: cleric 8, medium 4, occultist 6, shaman 8, spiritualist 6, witch 8
school: divination
casting_time: 1 hour
components: V, S, M (incense worth 250 gp), F (see text)
range: unlimited
target: one soul
duration: instantaneous or 1 hour/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
<p>You identify the stage of a given soul’s judgment, or determine its fate post-judgment. You must either unambiguously identify the soul you seek or use the skull of the body the soul vacated as a focus. If the subject does not share your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, the soul can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to resist this spell’s effects as if it were still alive. If the subject is still alive or its soul has been destroyed, this spell fails without providing any information.</p><p>If the soul has not yet been judged and moved on to its final reward or punishment, soulseeker provides an estimate of its location; in most cases, this is somewhere in the River of Souls or Purgatory. While this may assist in physically traveling to the soul’s location, especially in cases involving effects such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/soul-bind">soul bind</a> or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/devourer">devourer’s</a> devour soul ability, the spell’s primary purpose is to identify how long the subject has been <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> (and what form of life-restoring magic is necessary). If the soul has already been judged, soulseeker instead identifies the plane to which the soul has been sent as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a> and the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner’s</a> general location on that plane.</p><p>If soulseeker is cast on the same plane on which the soul’s new <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a> form currently exists, it guides you along the shortest, most direct physical route to the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a>, as described in <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/find-the-path">find the path</a>. In this case, the spell’s duration is 1 hour per level.</p>


name: Soulswitch
level: bard 5, cleric 5, druid 5, inquisitor 5, magus 5, shaman 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (two brass collars worth 50 gp each)
range: touch
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You may only cast this spell if you currently have a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a>. You place your soul into the body of your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>, and your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar’s</a> soul is placed in your body. This functions as if you possessed your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-jar/">magic jar</a>; your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> simultaneously possesses your body in the same manner. You can’t freely transfer your soul between your body and your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar’s</a>—if you choose to return to your body as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, the spell ends. If either body is killed, both spirits return to their original bodies, the spell ends, and the original owner of the slain body dies.</p>


name: Sound Burst
level: bard 2, cleric/oracle 2
school: evocation [sonic]
casting_time: 1 standard action
components: V, S, F/DF (a musical instrument)
range: close (25 ft. + 5 ft./2 levels)
area: 10-ft.-radius spread
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save to avoid being <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round. Creatures that cannot hear are not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> but are still damaged.</p>


name: Source Severance
level: cleric 6, druid 6, witch 6
school: abjuration
casting_time: 1 standard action
components: V, S, M (an unworked lodestone)
range: 5 feet Area 5-ft.-radius emanation, centered on you
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: see text
description:
<p>You create an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> barrier that surrounds you and moves with you, inhibiting one category of magic. When you cast this spell, choose either arcane or divine magic. This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/a/antimagic-field">antimagic field</a>, but it suppresses only spells of the chosen type and <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like</a> class abilities from classes that grant spellcasting of the selected type. Magic items, other <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, and other <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> abilities are unaffected.</p><p>While this spell is in effect, you must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC 20 + twice the spell level) to cast any spell, whether arcane or divine. If you fail at the check, you lose the spell as if you had cast it to no effect.</p>


name: Sow Thought
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is his own, but is not required to act upon it. If the idea is contrary to the target’s normal thoughts (such as making a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a> think, “I should murder my friends”) the target may suspect mind-altering magic is at play. The idea must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a common language for the spell to succeed, but without a common language you can only sow the most basic rudimentary ideas.</p>


name: Spark
level: bard 0, cleric/oracle 0, druid 0, magus 0, sorcerer/wizard 0, witch 0
school: evocation [fire]
casting_time: 1 standard action
components: V or S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Fortitude negates (object)
spell_resistance: yes (object)
description:
<p>You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use <i>spark</i> in any sort of weather and it takes much less time to actually ignite an object. </p>


name: Spawn Ward
level: cleric 5, inquisitor 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target becomes resistant to the effects of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Energy-Drain-Su-">energy drain</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Blood-Drain-Ex-">blood drain</a> attacks made by <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures, and cannot be made into <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> spawn if killed while the spell is in effect.</p><p>If the attacking <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead’s</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> is less than or equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Blood-Drain-Ex-">blood drain</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Energy-Drain-Su-">energy drain</a> has no effect. If the attacking <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead’s</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> are greater than your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (against the DC of the spell) with each attack for those special abilities to have any effect. The spell only prevents the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> from <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Blood-Drain-Ex-">blood drain</a> and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> from <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Energy-Drain-Su-">energy drain</a>, but not any other effects of these attacks.</p>


name: Speak Local Language
level: bard 1, cleric 1, inquisitor 1, ranger 1, sorcerer/wizard 1, witch 1
school: divination
components: V, M/DF (a worn-out coin)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/t/tongues">tongues</a>, except the creature touched gains only the ability to speak and understand a regional <a href="https://www.d20pfsrd.com/races/core-races/human">human</a> language and the language granted must be one you know. You must select the language at the time of casting.</p><p>The language can’t be a dead language.</p><p>The target speaks the language with a native accent, but the spell doesn’t impart knowledge about any culture associated with the language, nor does it change the target’s appearance.</p>


name: Speak With Haunt
level: cleric 4, shaman 3, witch 4
school: necromancy [language-dependent]
casting_time: 10 minutes
components: V, S, DF
range: 10 ft. (see text)
target: one haunt
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
<p>You stir a <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> to a limited sense of awareness and consciousness, allowing it to answer questions. The spell’s range must reach any square within 10 feet of the haunt’s area. You must be aware of the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> prior to casting the spell, and casting the spell does not trigger the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>. You can ask one question per 2 caster levels. The haunt’s knowledge is limited to what its original creature knew during life, including the languages it spoke. A haunt often remembers the circumstance that led to its existence (though this recollection might be from the original victim’s perspective and therefore not objective), what triggers it, and how it can be laid to rest (destroyed). Answers are brief, cryptic, or repetitive, especially if the haunt is angry and vindictive.</p><p>If the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt’s</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> is more than one step away from yours, the haunt can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to resist the spell. A haunt’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save modifier is equal to 3 + the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt’s</a> CR. If the save is successful, the haunt can refuse to answer your questions or attempt to deceive you (using <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>). A haunt’s <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> modifier equals its CR (minimum +0) or might be determined by the GM based upon the original victim. The <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> can speak only about what it knew in life and the circumstances by which it became a <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>. It cannot answer any questions that pertain to events that occurred after it was created. A neutral or good haunt might cooperate with similarly aligned creatures in order to end its suffering.</p><p>If a <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> has been subject to this spell within the past week, a new casting of this spell on it fails. You can cast this on a haunt that has been deceased for any amount of time. Unlike a corpse affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/speak-with-dead">speak with dead</a>, a haunt wants to express itself, if only to share its pain or to cause mischief.</p>


name: Speak With Waves
level: druid 6, shaman 7
school: divination [water]
casting_time: 10 minutes
components: V, S, DF
range: personal
target: you
duration: 1 minute/level
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-tell">stone tell</a> but allows conversations only with a body of standing or flowing fresh water at least as large as you are. Flowing water can generally speak about events happening upstream but not events happening downstream.</p>


name: Speak with Animals
level: bard 3, druid 1, psychic 2, ranger 1
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level
description:
<p>You can ask questions of and receive answers from animals, but the spell doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.</p>


name: Speak with Dead
level: cleric/oracle 3, inquisitor 3, medium 2, psychic 3, shaman 3, spiritualist 3, witch 3
school: necromancy [language-dependent]
casting_time: 10 minutes
components: V, S, DF
range: 10 ft.
target: one dead creature
duration: 1 min./level
saving_throw: Will negates; see text
spell_resistance: no
description:
<p>You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two caster levels. The corpse’s knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.</p><p>If the dead creature’s alignment was different from yours, the corpse gets a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.</p><p>If the corpse has been subject to <i>speak with dead</i> within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not affect a corpse that has been turned into an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature.</p>


name: Speak with Plane
level: cleric 4, medium 3, shaman 4, sorcerer/wizard 4, summoner 3, witch 4
school: divination
casting_time: 1 standard action
components: V, S, F/DF (a small glass bead)
range: close (25 ft. + 5 ft./2 levels)
target: one plane with a sentient structure
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You tap into the awareness and consciousness of a plane with a sentient structure, allowing it to answer questions. A tangible manifestation of the plane (such as the ground) must be within the spell’s range upon casting.</p><p>You can ask the sentient plane one question per 2 caster levels.</p><p>If the plane’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> is at least one step away from yours, the plane can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to resist the spell. A plane typically has a +20 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves, and a demiplane typically has a +15 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves. A plane’s traits can further affect these bonuses: a mildly aligned plane receives a +2 bonus, and a strongly aligned plane or a plane with the wild magic trait receives a +4 bonus on its save.</p><p>If a plane has been subject to this spell within the past week, a new casting of this spell targeting the same plane fails. If speak with plane targets a plane that does not have a sentient structure, the spell fails.</p>


name: Speak with Plants
level: bard 4, druid 3, ranger 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level
description:
<p>You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them. A normal plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly, it may do some favor or service for you.</p>


name: Speak with Soul
level: antipaladin 4, cleric 6, medium 4, paladin 4, shaman 6, spiritualist 6
school: necromancy
casting_time: 1 minute
components: V, S, M (a drop of candle wax)
range: 10 ft.
target: see text
duration: 1 minute/level (D)
saving_throw: Will negates; see text
spell_resistance: no
description:
<p class="description">You commune with the soul of a dead creature.</p><p>To cast this spell, you must be at the soul’s place of death or be in the soul’s presence, whether it is contained in a receptacle, powers an intelligent magic item, or other possibilities. The soul can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to resist the spell as if it were alive.</p><p>A soul contacted this way can speak normally in any language it knows. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/speak-with-dead">speak with dead</a> and similar spells, you are not limited to asking questions and can engage in normal conversation with the soul (and vice versa). The soul isn’t an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature and isn’t compelled to speak or be truthful.</p><p>Generally, the soul only knows what it knew in life, although souls that persisted with awareness of their surroundings after death may have more to offer.</p>


name: Spear of Purity
level: cleric/oracle 2
school: evocation [good]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: spear-shaped projectile of good energy
duration: instantaneous (1 round)
saving_throw: Will partial (see text)
spell_resistance: yes
description:
<p>You hurl a pure white or golden spear of light from your holy symbol, affecting any one target within range as a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>.</p><p>An evil creature struck by the spear takes 1d8 points of damage per two caster levels (maximum 5d8). An evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> instead takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6) and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces the damage to half and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> effect. This spell deals only half damage to creatures that are neither evil nor good, and they are not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>. The spear has no effect on good creatures.</p>


name: Spectral Hand
level: medium 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one spectral hand
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Points-hp-">hit points</a> that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the <i>spectral hand</i>. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.</p><p>The hand is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier applies to the hand’s AC as if it were the hand’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.</p>


name: Spectral Saluqi
level: sorcerer/wizard 6, witch 6
school: necromancy
casting_time: 1 round
components: V, S, F (a precious metal canine statue worth 100 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: one spectral dog
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell creates a spectral saluqi, an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> canine resembling an over-sized hound with black fur, a gray ruff and tail, and milky gray eyes. The hound shares your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> and can converse with you telepathically. It can see and attack ethereal creatures, and otherwise has the same statistics as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/yeth-hound">yeth hound</a>. It usually leaves no tracks because it prefers to fly an inch above the ground. You are immune to the hound’s bay ability. The hound’s bite is considered aligned to any single <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> you possess for the purposes of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p>


name: Spectral Scout
level: bard 3, druid 3, ranger 3, shaman 3, sorcerer/wizard 3
school: conjuration (creation)
casting_time: 1 minute
components: V, S
range: 1 mile Effect one incorporeal animal of size Tiny or smaller
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a spectral creature in the shape of the Tiny or smaller <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> of your choice, which always appears in your square. The creature emits a faint glow of a color you choose at the time of the spell’s casting, providing the illumination of a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Candle">candle</a>. It has the same statistics as the creature after which it is modeled (including ability scores, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a>, feats, senses, skills, and speed), but is <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> and has only 1 hit point. A spectral scout cannot attack, but can otherwise follow any basic instructions that could be given to a pet or <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> of similar intelligence but without the need to make <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a> skill checks.</p><p>A spectral scout can communicate verbally with the caster but can’t be understood by others. A spectral scout can relay information it has directly witnessed with <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/perfect-clarity-ex">perfect clarity</a>, including sights, sounds, and smells, but it cannot further interpret that information. For example, a spectral scout can report on how many individuals it sees, the direction they are going, and what equipment they carry; it can’t tell the caster whether the people were friend or foe, or their objective.</p>


name: Speechreader’s Sight
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level (D)
level:
alchemist 1, bard 1, cleric 1, inquisitor 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1, spiritualist 1, witch 1

description:
<p>If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy. Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang. Reading lips requires moderate <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>, and you take a –4 penalty on other <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks while doing so.</p><p>Speechreader’s sight can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell cast by a caster of 9th level or higher, at a cost of 2,500 gp.</p>


name: Spell Absorption
level: sorcerer/wizard 5
school: abjuration
casting_time: 1 round
components: V, S, M (a prism)
range: personal
target: you
duration: 1 round/level
description:
<p>If you successfully <a href="https://www.d20pfsrd.com/magic#TOC-Counterspells">counterspell</a> a 3rd-level or lower level spell (through either <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> or normal means) while <em>spell absorption</em> is in effect, you absorb the countered spell and use it to regain spells you have already cast. If you’re a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a>, you regain the use of any single spell that you have cast since the last time you prepared spells. If you’re a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>, you regain a single spell slot. The spell recovered or spell slot regained must be of an equal level or lower than the spell you counterspelled.</p><div style="margin-left: 40px">


name: Spell Gauge
level: bard 2, cleric/oracle 2, inquisitor 2, sorcerer/wizard 2, witch 2
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, F (a silver piece)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You immediately discover some of the spells that the target knows or has prepared. The number of spells revealed to you is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The target’s lowest-level spells are revealed first—ignoring 0-level spells—in a random order. Once all of the target’s 1st-level spells are revealed, the spell begins revealing 2nd-level spells, then 3rd-level spells. This spell does not reveal spells of 4th level or higher, nor does it reveal <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> or other special abilities. If cast on a creature that is not a spellcaster, that has only 0-level spells or spells of 4th level or higher prepared, that has expended all of its spells, or that has not prepared any spells that day, the spell has no effect.</p>


name: Spell Immunity
level: alchemist 4, cleric/oracle 4, inquisitor 4
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> doesn’t apply. <i>Spell immunity</i> protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.</p><p>Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one <i>spell immunity</i> or <i>greater spell immunity</i> spell in effect on it at a time.</p><div style="margin-left:40px">


name: Spell Resistance
level: alchemist 5, cleric/oracle 5, inquisitor 5
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> equal to 12 + your caster level.</p>


name: Spell Scourge
level: cleric/oracle 7, sorcerer/wizard 7, witch 7
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous or 1d4 rounds; see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>A whip of cracking magical might appears in your hand, allowing you lash spells from the mind of enemy spellcasters. With a lash of bluish-purple energy, you strip many protective spells and effects from a single creature. If the target of this spell is currently under the effects of any harmless spells or effects, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or all of those spells and effects end, stripping the target of the benefit of those spells. If the target is not currently under the effect of least one harmless spell, the target is instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 1d4 rounds.</p>


name: Spell Turning
level: sorcerer/wizard 7, summoner 5, unchained summoner 6
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a small silver mirror worth 100 gp)
range: personal
target: you
duration: until expended or 10 min./level
description:
<p>Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. <i>Spell turning</i> also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.</p><p>When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. Subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For non-damaging spells, each of you has a proportional chance to be the one who is affected. If you and a spellcasting attacker are both warded by <i>spell turning</i> effects in operation, a resonating field is created. Roll randomly to determine the result.</p><p>If you and a spellcasting attacker are both warded by <em>spell turning</em> effects in operation, a resonating field is created.</p><p>Roll randomly to determine the result.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number" style="text-align: center">01-70</td>
<td class="text">Spell drains away without effect.</td>
</tr>
<tr>
<td class="number" style="text-align: center">71-80</td>
<td class="text">Spell affects both of you equally at full effect.</td>
</tr>
<tr>
<td class="number" style="text-align: center">81-97</td>
<td class="text">Both turning effects are rendered nonfunctional for 1d4 minutes.</td>
</tr>
<tr>
<td class="number" style="text-align: center">98-100</td>
<td class="text">Both of you go through a rift into another plane.</td>
</tr>
</tbody>
</table>


name: Spellbane
level: sorcerer/wizard 9
school: abjuration
casting_time: 1 standard action
components: V, S, F (cold iron scepter worth at least 1,000 gp)
range: 10 ft.
area: 10-ft.-radius emanation, centered on you
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: see text
description:
<p>This spell creates an area within which spells selected by you simply do not function.</p><p>Select one spell per five caster levels at the time of casting. The spells selected cannot be changed after the spell is cast. This spell otherwise functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/a/antimagic-field">antimagic field</a>, except its emanation only prevents the functioning of the selected spells. Only the exact spells mentioned are affected—a spellbane set to prevent the casting of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally"><i>summon nature’s ally II</i></a> would not prevent castings of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally"><i>summon nature’s ally I</i></a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/summon-natures-ally"><i>summon nature’s ally III</i></a>. If you move into an area where a previously cast spell you have selected as a banned spell is in effect, that spell is affected as if by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/a/antimagic-field">antimagic field</a>. If the spell affects a summoned creature that has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, you must make a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against the creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> to make it wink out.</p><p>This spell can even negate an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/a/antimagic-field">antimagic field</a>, another instance of this spell, or any spell that specifies <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/a/antimagic-field">antimagic field</a> (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/w/wall-of-force">wall of force</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/prismatic-sphere">prismatic sphere</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/prismatic-wall">prismatic wall</a>). Multiple spellbane effects can overlap. Their effects stack, preventing the functioning of every spell targeted by any of the multiple spellbane emanations. Spell effects created by artifacts or deities cannot be suppressed by this spell.</p>


name: Spellblight Jinx
school: evocation [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: permanent
saving_throw: Will negates
spell_resistance: yes
level:
antipaladin 4, bard 4, cleric 6, inquisitor 5, occultist 5, psychic 6, shaman 5, sorcerer/wizard 6, witch 5

description:
<p>You inflict a curse similar to the spell burn spellblight on a creature. Each time a spellcaster who is afflicted with this curse casts a spell or uses a <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, her skin seems to burn as though she were on fire. With a successful <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC = 15 + double the spell level of the spell cast or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> used), the spellcaster can ignore the pain of the effect, but if she fails, she loses the spell or spell slot and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for a round.</p><p>Unlike with the spell burn spellblight, the burning sensation is a tangible effect, visible during the act of spellcasting as an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a>, violet flame surrounding the caster.</p>


name: Spellcasting Contract
level: cleric/oracle 7 (must worship the associated deity)
school: evocation
components: V, S, F (a written contract)
target: willing creature touched
duration: permanent until contractually terminated
description:
<p>This spell functions like <i>lesser spellcasting contract</i>, except if the target has 9 HD or more, you can imbue him with one or two 2nd- level spells and one 3rd-level spell.</p>


name: Spellcrash, Lesser
level: cleric 4, sorcerer/wizard 4, witch 4
school: abjuration
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; see text
spell_resistance: yes
description:
<p>You create a discordant blast of energy that disrupts the target’s available magic. If the target prepares spells, it must choose one of its prepared 3rd-level spells, which is immediately lost; if the target has no 3rd-level spells prepared, it must lose a 2nd-level spell it has prepared (progressing down to 1st-level spell if it has no 2nd-level spells prepared) each round at the start of its turn.</p><p>If the target is a spontaneous spellcaster, it loses one of its available 3rd-level spell slots; if the target has no available 3rd-level spell slots, it must lose a 2nd-level spell slot (progressing down to 1st-level spell if it has no 2nd-level spell slots available).</p><p>If the target has more than one spellcasting class, choose one at random to be affected. This spell has no effect on <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>.</p><p>Any spell or spell slot lost because of this spell is treated as if the caster had failed a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check while trying to cast it—the spell or spell slot is wasted and has no effect, but is recovered normally the next time the character prepares spells or regains spell slots.</p><p>There is no initial saving throw for this spell, but the target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw each round at the end of its turn.</p><div style="margin-left: 20px">


name: Spellcurse
level: antipaladin 2, cleric 3, inquisitor 2, occultist 4, psychic 3, shaman 4, witch 3
school: necromancy [curse]
casting_time: 1 standard action
components: V, S, M (a fragment of a destroyed magical item)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
<p>You disrupt any spell energy affecting your target, causing that energy to crackle with power and harm the target. The target takes 1d6 points of damage for each spell with a duration of 1 round or greater currently affecting it. The spells themselves are not dispelled or modified.</p>


name: Spellscar
level: cleric 8, sorcerer/wizard 8
school: abjuration
casting_time: 1 standard action
components: V, S, M (a pinch of sand)
range: medium (100 ft. + 10 ft./level)
area: two 10-ft. cubes per level (S)
duration: 10 minutes/level (D)
description:
<p><i>This potent spell invokes devastation on a localized (and thankfully temporary) scale.</i></p><p>Within the area you choose to affect, the terrain takes on a strange pale hue, as if colors were muted. Periodically, ripples of vibrant color wriggle through the terrain.</p><p>Within this area, any spell, spell-like ability, or magic item activation automatically triggers a primal magic event—a spellcaster can avoid triggering such an event by making a concentration check (DC 15 + twice the spell’s level), but non-spellcasters who activate magic items have no such option.</p><p>You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on concentration checks made to avoid triggering primal magic events while within an area you have created, and if you do trigger a primal magic event, you may roll d% twice and pick which of the two results you wish to have occur.</p>


name: Spellstaff
level: druid 6
school: transmutation
casting_time: 10 minutes
components: V, S, F (the staff that stores the spell)
range: touch
target: wooden quarterstaff touched
duration: permanent until discharged (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one <i>spellstaff</i> at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the <i>spellstaff</i>.</p>


name: Spellsteal
level: cleric 5, sorcerer/wizard 5, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous and see text
saving_throw: Will negates
spell_resistance: yes
description:
<p class="description">You create a discordant blast of energy that disrupts the target’s available magic and transfers knowledge of that magic to you.</p><p>If the target prepares spells, it must choose one of its prepared 3rd-level spells, which is immediately lost. If the target has no 3rdlevel spells prepared, it loses a 2nd-level spell it has prepared. This progresses down to a 1st-level spell if the target has no 2nd-level spells prepared, and this spell has no effect if the target also has no 1st-level spells prepared. If the spell is on your spell list, you can cast this lost spell (using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) on your next turn.</p><p>If the target is a spontaneous spellcaster, it loses one of its available 3rd-level spell slots. If the target has no available 3rdlevel spell slots, it must lose a 2nd-level spell slot (progressing as above). Randomly select one of the target’s spells known of that spell level; if that spell is on your spell list, you can cast it (using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) on your next turn.</p><p>You must provide any focus or material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> to cast the stolen spell.</p><p>If the target has more than one spellcasting class, choose one at random to be affected. This spell has no effect on <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>.</p><p>Any spell or spell slot lost because of this spell is treated as if the caster had failed a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check while trying to cast—the spell or spell slot is wasted and has no effect, but it is recovered normally the next time the character prepares spells or regains spell slots.</p>


name: Spellsword
level: bard 4, bloodrager 4, magus 3, occultist 4, sorcerer/wizard 3, witch 4
school: transmutation
casting_time: 1 round
components: V, S, F (a magic rod or staff)
range: touch
effect: one melee weapon sized appropriately for you
duration: 10 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>When you cast this spell on a weapon, you cause an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space to open within the weapon. As part of the casting, you can insert a single magic rod or magic staff into the weapon’s <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space, after which the space closes.</p><p>For the spell’s duration, a character wielding the transmuted weapon is also considered to be wielding the rod or staff as well. If the rod or staff can be used to make attacks, you can attack normally with the weapon or use the weapon as if it were the merged rod or staff. If the effect created by the rod or staff requires an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> to successfully strike a foe, you can make the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the rod or staff—doing so does not allow you to add the weapon’s damage to the attack, but instead allows you to use your skill with the weapon to boost your chance of hitting with the rod or staff’s attack, spell, or effect.</p><p>At the end of the spell’s duration, the merged rod or staff is ejected from the weapon. If you have a free hand, you can catch the rod or staff as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>; otherwise, it drops to the ground.</p><p>If the merged weapon is broken or destroyed during the duration of this spell, the merged rod or staff is similarly broken or destroyed.</p>


name: Sphere of Warding
level: cleric 5, inquisitor 4, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
effect: 10-ft.-radius sphere emanating from point touched
duration: 1 hour/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You create a luminescent sphere of orbiting energy that harms <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures and dispossesses them of any stolen bodies. An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to enter a space overlapping with the sphere; failure means the creature cannot pass through the sphere, as though it were a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/w/wall-of-force">wall of force</a>. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creature succeeds, it may pass through the sphere at will, though if it ends its turn within the sphere, it takes a number of points of force damage equal to 1d6 + 1 per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10).</p><p>If a creature possessing another creature’s body (via either <a class="spell" href="https://www.d20pfsrd.com/magic-jar">magic jar</a> or a similar effect) enters a sphere of warding, that creature is immediately ejected from its host body, the host’s spirit returns to its body if it’s able, and the possession effect immediately ends. When ejected, the body enters the sphere, while the possessing creature takes the appropriate amount of force damage (no save) and is shunted to the exterior of the sphere.</p>


name: Spherescry
level: sorcerer/wizard 3
school: divination (scrying)
casting_time: 1 hour
components: V, S, AF (onyx sphere worth at least 50 gp)
range: see text
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>This spell allows remote viewing through spheres that have previously consumed some portion of the spellcaster’s body: a single digit of a finger or toe at a minimum. The caster can view and listen to events within a 20-foot radius of the associated sphere; this radius follows the sphere if the sphere moves. Unlike a true <i>scrying</i> spell, no other spells operate through the associated sphere, but <i>spherescry</i> produces no indication of its activity on the target and cannot be discovered by normal methods of magical detection.</p>


name: Spider Climb
school: transmutation
casting_time: 1 standard action
components: V, S, M (a live spider)
range: touch
target: creature touched
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, bloodrager 2, druid 2, magus 2, medium 2, occultist 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2

description:
<p>The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A <i>spider climbing</i> creature retains its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.</p>


name: Spike Growth
level: druid 3, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: one 20-ft. square/level
duration: 1 hour/level (D)
saving_throw: Reflex partial
spell_resistance: yes
description:
<p>Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.</p><p>In areas of bare earth, roots and rootlets act in the same way. Typically, <i>spike growth</i> can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.</p><p>Any creature that takes damage from this spell must also succeed on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a <i>cure</i> spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check against the spell’s save DC.</p><p style="margin-left:40px"><i>Note</i>: Magic traps are hard to detect. A rogue (only) can use the <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill to find a <i>spike growth</i>. The DC is 25 + spell level, or DC 28 for <i>spike growth</i> (or DC 27 for <i>spike growth</i> cast by a ranger).<i> Spike growth</i> can’t be disabled with the <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> skill.</p>


name: Spike Stones
level: druid 4, shaman 4
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: one 20-ft. square/level
duration: 1 hour/level (D)
saving_throw: Reflex partial
spell_resistance: yes
description:
<p>Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.</p><p><i>Spike stones</i> impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.</p><p>Any creature that takes damage from this spell must also succeed on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a <i>cure</i> spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check against the spell’s save DC.</p>


name: Spiked Armor
level: bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, shaman 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (1 iron spike)
range: touch
target: 1 suit of metal armor or 1 metal shield
duration: 10 minutes/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The targeted suit of armor or shield sprouts thousands of tiny iron spikes like porcupine quills. These do not harm the armor’s wearer (though donning or removing armor under the effects of this spell takes twice as long), but they act as armor spikes or shield spikes (as appropriate). Any creature attacking the wearer with natural weapons takes 1 point of piercing damage for each attack that hits.</p><p>At 5th level, the spikes gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on attack and damage rolls; this bonus increases to +2 at 10th level. At 15th level, the spikes also gain the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Anarchic">anarchic</a> weapon quality.</p>


name: Spiked Pit
level: sorcerer/wizard 3, summoner/unchained summoner 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (miniature shovel costing 10 gp)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
duration: 1 round + 1 round/level
saving_throw: Reflex negates
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-pit">create pit</a>, except that the pit is lined with wickedly sharp spikes along its bottom and walls and has a maximum depth of 50 feet. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit’s walls have a <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> DC of 20.</p>


name: Spindrift Spritz
level: cleric 2, druid 2, inquisitor 2, paladin 1, ranger 1, shaman 2, spiritualist 2
school: conjuration (healing) [water]
casting_time: 1 immediate action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You can cast this spell only as a response to a target attempting a saving throw against an effect that would cause the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> conditions. The target can roll its saving throw twice and take the higher result.</p><div style="margin-left:20px">


name: Spiral Ascent
level: cleric 3, inquisitor 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: you and touched objects
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You transform yourself into a helical beam of divine energy that instantly transports you upward to a spot within range.</p><p>The destination must be a square in the spell’s range that’s within 10 feet of a point directly above you. The destination must be within your line of sight or familiar to you. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load.</p><p>If you arrive in a place that is already occupied by a solid body, you are teleported to a random open space on a suitable surface within the range and other limitations of the spell.</p><p>If no such space is available, the spell simply fails. This spell does not function on a plane lacking gravity. On a plane with subjective directional gravity, you can use this spell to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/t/teleport">teleport</a> in any direction.</p>


name: Spiral Descent
level: cleric 2, inquisitor 2
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: you and touched objects
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/spiral-ascent"><i>spiral ascent</i></a>, except the destination and direction of travel is downward from your current location.</p>


name: Spirit Bonds
level: cleric 3, shaman 3, witch 3, wizard 3
school: divination [meditative]
casting_time: 1 hour
components: V, M (soothing incense worth 300 gp)
range: personal
target: you; see text
duration: 24 hours or until discharged
description:
<p>You heighten your awareness of up to one willing creature or object per 3 caster levels, each of which must be within 30 feet of you during the entire hour you spend preparing spells and casting spirit bonds. By concentrating on one of these creatures or objects as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, you can learn its direction and relative distance from your location, provided that it is on the same plane. In the case of a creature, you can also learn the state of its emotion or health aura as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>. In the case of an object, you can also get a sense of how damaged it is, similar to reading the health aura of a creature, or, in the case of a magic item that must be activated, you can learn when it was last activated (a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> in either case).</p><p>Additionally, at any time during the spell’s duration, you can deliver a single message to any of the creatures that participated in the spell. This message is delivered telepathically regardless of range and can be up to 25 words in length. Delivering a message in this way severs your connection with that character, and you can no longer learn information about that creature through this spell, but doing so does not impact the remaining duration you have linked to other creatures or objects.</p><div style="width:200px;margin:auto">
<a href="https://www.amazon.com/gp/product/1601258941/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601258941&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=0a48f281a7f3fa0fbc0458711a07826e"><img border="0" src="https://ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&amp;MarketPlace=US&amp;ASIN=1601258941&amp;ServiceVersion=20070822&amp;ID=AsinImage&amp;WS=1&amp;Format=_SL250_&amp;tag=httpwwwd20pfs-20"/></a>
<img alt="" border="0" height="1" src="http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/irthttpwwwd20pfs-20amplam2ampo-2ampa-260-225894-2-2" style="border:none!important;margin:0px!important" width="1"/>
</div>


name: Spirit Call
level: druid 1, shaman 1
school: enchantment
casting_time: 1 full round
components: V, S, DF
range: 100 ft.
duration: 1 minute/level
description:
<p>You call out to nature spirits associated with your spirit (not your wandering spirit) if you are a shaman, or your domain if you are a <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a>, beckoning them forth to pay attention to your current location. For the duration of the spell, all spells from your spirit magic list or domain list that are cast within the affected area have their <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> increased by 1, and all spellcasters casting such spells receive a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on their <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks for those spells only.</p><table>
<tbody>
<tr>
<td class="text"> <a href="http://www.amazon.com/gp/product/1601256892/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601256892&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=3RQGIP5N7XIFB4WN"> <img border="0" src="http://ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&amp;ASIN=1601256892&amp;Format=_SL250_&amp;ID=AsinImage&amp;MarketPlace=US&amp;ServiceVersion=20070822&amp;WS=1&amp;tag=httpwwwd20pfs-20"/> </a> <img alt="" border="0" height="1" src="http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/irthttpwwwd20pfs-20amplas2ampo-2ampa-260-2256892-2" style="border:none!important;margin:0px!important" width="1"/> </td>
<td class="text">
<div class="section15">
<p>     Section 15: Copyright Notice 
     </p></div>
<div>
<p><a href="http://www.amazon.com/gp/product/1601256892/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601256892&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=L7RPMODDPTJ24FG4" target="_blank">Pathfinder Player Companion: Advanced Class Origins</a> © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Tom Phillips, Stephen Radney-MacFarland, and Owen K.C. Stephens.</p>
</div>
</td>
</tr>
</tbody>
</table>


name: Spirit Share
level: alchemist 1, bard 1, cleric 1, druid 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, F (liquid to be shared)
range: personal
target: you
duration: 1 round/level
description:
<p>For the duration of the spell, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> you can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> a willing target to deliver 1 dose of a potable liquid (including alcoholic drinks and <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potions</a> and elixirs, but not poisons or other liquids that are primarily harmful when drunk) in your possession (though not necessarily held in hand) into her.</p><div style="width:192px;margin:auto;font-size:12px;text-align:center">
<a href="https://www.amazon.com/gp/product/1601258933/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601258933&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=848c582761f7868788b4ecba983ee5c3" target="_blank"> <img border="0" src="https://ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&amp;MarketPlace=US&amp;ASIN=1601258933&amp;ServiceVersion=20070822&amp;ID=AsinImage&amp;WS=1&amp;Format=_SL250_&amp;tag=httpwwwd20pfs-20"/> <img alt="" border="0" height="1" src="http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/irthttpwwwd20pfs-20amplam2ampo-2ampa-260-2258933-2" style="border:none!important;margin:0px!important" width="1"/> <br/> Get this book AND<br/> Support this site! </a>
</div>


name: Spirit-Bound Blade
level: medium 4, occultist 4, shaman 4, spiritualist 3
school: evocation
casting_time: 1 standard action
components: S
range: touch
target: weapon touched
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: no
description:
<p>You focus emotional energy and weave it into a shroud of hardened ectoplasm around the weapon you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a>, infusing it with a ghostly glow and great power. The weapon becomes a <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/ghost-touch">ghost touch</a> weapon, and gains one of the following additional benefits, depending on the type of emotion you infuse into the weapon. If a special ability wouldn’t apply to the chosen weapon (such as vicious on a ranged weapon), the weapon doesn’t gain that benefit.</p><div style="margin-left: 40px">
<p><i>Anger</i>: The weapon also gains the vicious special ability.</p>
<p><i>Dedication</i>: The weapon also gains the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/r/returning-weapon">returning</a> special ability.</p>
<p><i>Despair</i>: The weapon also gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cruel">cruel</a> special ability.</p>
<p><i>Fear</i>: The weapon also gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/menacing">menacing</a> special ability.</p>
<p><i>Hatred</i>: The weapon also gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cunning">cunning</a> special ability.</p>
<p><i>Jealousy</i>: The weapon also gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/mimetic">mimetic</a> special ability.</p>
</div><div style="margin-left: 40px">
<p><i>Remorse</i>: The weapon also gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/heartseeker">heartseeker</a> special ability. <span style="font-size: 12px"><b>Source</b> <a href="http://www.amazon.com/gp/product/1601257856/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601257856&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=76NXVWPM6A64O47V" rel="noopener" target="_blank" title="PPC:OO">PPC:OO</a></span></p>
<p><i>Zeal</i>: The weapon also gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/keen">keen</a> special ability.</p>
</div><p>If you are a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/spiritualist">spiritualist</a> and the type of emotional energy you choose matches the emotional focus of your phantom, the weapon grants its wielder a +2 bonus on skill checks with both skills you gain <a href="https://www.d20pfsrd.com/feats/general-feats/skill-focus">Skill Focus</a> in from your phantom’s emotional focus.</p>


name: Spiritual Ally
level: cleric/oracle 4, medium 4, spiritualist 4, warpriest 4
school: evocation [force]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
effect: spiritual ally of force
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god.</p><p>The <i>spiritual ally</i> occupies its space, though you and your allies can move through it, since it is your ally. The <i>spiritual ally</i> carries a single weapon, one favored by your deity (as for <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/spiritual-weapon"><i>spiritual weapon</i></a></i>), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your <i>spiritual ally</i> can make an attack against a foe within its reach that you designate. The <i>spiritual ally</i> threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The <i>spiritual ally</i> uses your base <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> (gaining extra attacks if your base <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> is high enough) plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> bonus when it makes a melee attack. When the <i>spiritual ally</i> hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> and can affect incorporeal creatures.</p><p>Each round after the first, you can move the <i>spiritual ally</i> as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. It has a speed of 30 feet, and a <i>fly</i> speed of 30 feet (perfect maneuverability). Being a construct of force, the <i>spiritual ally</i> cannot be harmed by any physical attacks, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate"><i>disintegrate</i></a>, <i>a <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>spiritual ally</i>‘s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> against touch attacks is 10.</p><p>If an attacked creature has spell resistance, 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 spell resistance the first time the <i>spiritual ally</i> strikes it. If the ally 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: Spiritual Squire
level: antipaladin 2, cleric 2, inquisitor 2, paladin 2, shaman 2, spiritualist 2
school: evocation [force]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell causes an ally made of pure force to appear in a single 5-foot square within range. The ally takes the form of a servant of your god (if any) or an ancestor. The <i>spiritual squire</i> occupies its space, though you and your allies can move through it, since it is your ally. While the <i>spiritual squire</i> appears to wear armor and carry a weapon, it cannot make attacks and does not threaten any spaces. On your turn, the <i>spiritual squire</i> can do one of the following: retrieve one stowed item from your possessions, carry an object weighing no more than 10 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, hand you an object it is carrying, perform the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action on your behalf or for one of your allies, or help one creature of your choice don armor (which then takes half the normal time). When the <i>spiritual squire</i> attempts the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action in combat, its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> is equal to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier.</p><p>Each round after the first as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, you can order the <i>spiritual squire</i> to move. It has a speed of 30 feet. Being a construct of force, the <i>spiritual squire</i> cannot be harmed by any physical attacks, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>, a <i><a href="https://www.d20pfsrd.com/magic-items/rods/rod-of-cancellation">rod of cancellation</a></i>, or a <a href="https://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/sphere-of-annihilation"><i>sphere of annihilation</i></a> affects it. A <i>spiritual squire’s</i> AC against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> attacks is 10.</p>


name: Spiritual Weapon
level: cleric/oracle 2, inquisitor 2, shaman 2
school: evocation [force]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
effect: magic weapon of force
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>. As a force effect, it can strike <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> creatures without the reduction in damage associated with <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeality</a>. The weapon always strikes from your direction. It does not get a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.</p><p>Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the <i>spiritual weapon</i> is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action.</p><p>A <i>spiritual weapon</i> cannot be attacked or harmed by physical attacks, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate"><i>disintegrate</i></a>, a <a href="https://www.d20pfsrd.com/magic-items/artifacts#TOC-Sphere-of-Annihilation"><i>sphere of annihilation</i></a>, or a <i><a href="https://www.d20pfsrd.com/magic-items/rods#TOC-Rod-of-Cancellation">rod of cancellation</a></i> affects it. A <i>spiritual weapon</i>‘s AC against touch attacks is 12 (10 + size bonus for Tiny object).</p><p>If an attacked creature has Spell Resistance, you make a caster level check (1d20 + caster level) against that Spell Resistance the first time the <i>spiritual weapon</i> strikes it. If the weapon is successfully resisted, the spell is <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispelled</a>. If not, the weapon has its normal full effect on that creature for the duration of the spell.</p><p>The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a <i>spiritual weapon</i> of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows:</p><ul>
<li>chaos (battleaxe)</li>
<li>evil (light flail)</li>
<li>good (warhammer)</li>
<li>law (longsword)</li>
</ul>


name: Spit Venom
level: cleric/oracle 4, druid 3, shaman 4, witch 3
school: transmutation [poison]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
effect: one stream of venom
duration: instantaneous; see text
saving_throw: Fortitude partial
spell_resistance: no
description:
<p>You spit a stream of venom at a target using a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. If the venom hits, it causes blindness for 1 round. The target must also save or be poisoned by <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison/black-adder-venom" rel="nofollow">black adder venom</a>; the DC in successive rounds of the poison is equal to the spell’s DC.</p>


name: Spite
level: witch 4
school: abjuration
casting_time: 1 round
components: V, S, M (rare inks worth 250 gp)
range: personal
duration: 1 hour/level (D) or until discharged
description:
<p> Choose a single touch range spell of 4th level or lower with 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> or less. As part of the action of casting <i>spite</i>, you cast the associated spell and bind it into a defensive ward in the form of a tattoo, birthmark, or wart somewhere upon your body. The next time you are hit by a melee attack or a combat maneuver is used successfully against you, the stored spell is triggered against your foe. You do not need to succeed on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to affect the target, but in all other respects the spell is treated as though you had cast it normally. If the attacking creature is not a valid target for the spell, the stored spell is lost with no effect. </p><p> You can have only one <i>spite</i> spell in effect at a time; if you cast this spell a second time, the previous spell effect ends. </p>


name: Splinter Spell Resistance
level: bloodrager 2, magus 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 minute/level
saving_throw: Fort negates
spell_resistance: no
description:
<p>You create an aura around the target weapon that weakens a foe’s magical defenses. The first time each round the weapon damages a creature with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, that creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> is reduced by 5 for 1 round. This reduction is not cumulative for multiple attacks within the same round, even if the target is struck by different weapons, each affected by a different casting of splinter <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>. However, the same creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> can be reduced on multiple rounds by subsequent hits.</p>


name: Spontaneous Immolation
level: psychic 2, sorcerer/wizard 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (pinch of saltpeter)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: Fortitude half and Reflex (see description)
spell_resistance: yes
description:
<p>You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.</p>


name: Spore Burst
level: druid 2, ranger 3, shaman 2, witch 2
school: conjuration [poison]
casting_time: 1 standard action
components: V, S, M (a tiny puffball mushroom)
range: touch
target: one plant creature; see text
duration: see text
saving_throw: special; see text
spell_resistance: no
description:
<p>You cause a willing <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> creature’s body to sprout small, puffy mushrooms that remain for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or until the creature uses them. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, the target can cause these mushrooms to burst open, releasing a cloud of toxic spores that affect all creatures in a 20-foot-radius spread. Those in the area must succeed at <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d6 rounds as they are overcome by sneezing and coughing.</p><p>The caster is immune to this <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effect, as are all creatures of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> type.</p>


name: Spotlight
school: evocation [darkness, light]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1 minute/level (D)
saving_throw: Reflex partial
spell_resistance: yes
level:
bard 3, cleric 3, druid 3, inquisitor 3, magus 3, occultist 3, paladin 3, shaman 3, sorcerer/wizard 3, witch 3

description:
<p>You create a mobile area of bright light centered on one target while simultaneously suppressing other light sources surrounding it. The light level in the target’s space increases to bright light, causing the target to take any penalties that it would normally take in bright light. In addition, all mundane light sources (and magic <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/l/light">light</a> sources of 3rd spell level or lower) within 20 feet of the target’s space are suppressed, shedding no light as long as they remain within this spell’s affected area and reverting the area normally affected by those light sources to their unmodified illumination levels.</p><p>The effects of spotlight are centered on the target and move as the target does. As a result, the target takes a –20 penalty on all <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks for the spell’s duration and cannot benefit from <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> normally provided by darkness, as though illuminated with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/f/faerie-fire">faerie fire</a>.</p><p>If the target succeeds at its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save, the spotlight is created in the target’s square but does not move with the target, and it hinders the <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks only of creatures within that square.</p>


name: Squeeze
level: alchemist 2, sorcerer/wizard 2, witch 2
school: transmutation (polymorph)
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 becomes flexible regardless of its actual size and mass. It can move through areas at least half its size with no penalty for squeezing. It can move through a space at least one-quarter its width using the penalties for squeezing through a space at least half its width.</p>


name: Stabilize
level: cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0
school: conjuration (healing)
casting_time: 1 standard action
components: V,S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable">stabilized</a> and does not lose any further hit points. If the creature later takes damage, it continues <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a> normally.</p>


name: Stabilize Powder
level: sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a few drops of liquor)
range: close (25 ft. + 5 ft./2 levels)
target: 1 loaded firearm
duration: instantaneous
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>Ammunition currently loaded in the target firearm is less prone to misfire. Decrease the misfire range by 1 + 1 per five caster levels (maximum +5, minimum misfire 0) for the ammunition currently loaded into that firearm.</p>


name: Stabilize Pressure
school: abjuration
casting_time: 1 standard action
components: V, S, M (a piece of shell)
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, bloodrager 2, cleric/oracle 2, druid 2, hunter 2, investigator 2, psychic 2, ranger 2, shaman 2, summoner 2, summoner (unchained) 2, warpriest 2

description:
<p>You instantly <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable">stabilize</a> the target’s pressure, causing it to adjust to its current pressure all at once. This doesn’t help it readjust to future pressure changes.</p>


name: Stage Fright
level: antipaladin 3, bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: 1 creature/level, no two of which may be more than 30 ft. apart
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You fill your targets with the sudden fear of failure. A creature that fails its saving throw takes a –4 penalty on ability checks, skill checks, and any checks that require <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> (such as casting a spell in difficult circumstances or operating a complex device).</p>


name: Staggering Fall
level: cleric/oracle 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 immediate action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one falling creature
duration: 1 round/level (see below)
saving_throw: Will partial (see below)
spell_resistance: yes
description:
<p>This spell must be cast on a creature as it falls, either from a height or after being knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">tripped</a>. The magic of this spell causes the creature to hit the ground particularly hard, knocking the wind from it. The creature takes an additional 1d6 points of damage from the fall. In addition, the creature becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for the duration of the spell unless it makes a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Each round the spell’s effects persist, the creature may attempt a new Will save as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> to end the staggered effect early. A creature under the effects of this spell must take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to stand up.</p>


name: Stalwart Resolve
level: alchemist 2, cleric 2, inquisitor 1, paladin 1, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Stalwart resolve was originally created to temporarily aid those suffering from certain afflictions. The recipient of stalwart resolve ignores the effects of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> and penalties to a single ability score of your choice, except that damage equal to or greater than the ability score still causes unconsciousness or death. This applies whether or not the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> or penalty happened before or during the spell’s duration, and whether or not multiple sources are involved. This spell has no effect on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">ability drain</a>.</p>


name: Starsight
level: alchemist 1, bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level
description:
<p>You can observe the night sky and all of its celestial bodies as if it were a clear night, regardless of weather conditions that would otherwise block your view. Your vision penetrates any light pollution from non-magical sources, though this spell doesn’t function in daylight, indoors, or underground. You see through forest canopies and similar natural obstructions, but only for the purpose of stargazing. For the spell’s duration, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (geography) checks relating to the stars and planets and <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks to avoid getting lost.</p>


name: Statue
level: alchemist 6, sorcerer/wizard 7
school: transmutation
casting_time: 1 round
components: V, S, M (lime, sand, and a drop of water stirred by an iron spike)
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>A <i>statue</i> spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 8. The subject retains its own hit points. The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage. The subject of a <i>statue</i> spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires as long as the spell duration is in effect.</p>


name: Status
level: cleric/oracle 2, medium 2, occultist 2, psychic 2, spiritualist 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: one creature touched/three levels
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>When you need to keep track of comrades who may get separated, <i>status</i> allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Disabled">disabled</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poisoned</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">diseased</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.</p>


name: Stave Off Corruption
level: cleric 2, paladin 2
school: abjuration
casting_time: 1 standard action
components: V, S, M (see text)
range: touch
target: one creature
duration: 1 day/2 caster levels
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You ward the target to slow the advancement of its corruption.</p><p>The target receives a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on saving throws against the advancement of its corruption, as described in the catalyst section of each corruption. Multiple applications of this spell do not stack, nor does the bonus stack with morale, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane</a>, or sacred bonuses on saving throws against the advancement of the target’s corruption.</p><p>The material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> for this spell vary with the type of corruption. For example, <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Garlic">garlic</a> is used for a vampirism corruption, a sprig of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Wolfsbane">wolfsbane</a> is used for a lycanthropy corruption, and so on. The GM can determine appropriate material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, but the <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> should cost at least 25 gp.</p>


name: Stay the Hand
level: paladin 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 immediate action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1/round per level and special; see text
saving_throw: Will partial
spell_resistance: yes
description:
<p>You cause a creature’s arm to waver and prevent it from striking another creature. You can cast this spell when the target is about to make a melee attack against another creature. On a failed Saving Throw, the target does not follow through with its attack, and its entire action is wasted for the round. On a successful Saving Throw, the target can make its attack, forcing its strike though the compulsion but losing both accuracy and power, taking a -5 penalty on its attack and damage rolls. Whether or not the target makes its initial save or not, it is subject to a -2 penalty on attack and damage rolls against the creature it originally targeted for the duration of the spell.</p>


name: Steal Breath
level: bard 2, bloodrager 2, druid 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round (see text)
saving_throw: Fort negates; see text
spell_resistance: yes
description:
<p>You pull the breath from a creature’s lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>. If the target fails its saving throw, it takes 2d6 points of damage, and it cannot speak, use <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapons</a>, or anything else requiring breathing, and a visible line of swirling air leaves the target’s mouth and enters your mouth.</p><p>If, during the duration, the target moves out of range or line of effect to you, the spell immediately ends. This spell has no effect on creatures that do not need to breathe air.</p>


name: Steal Size
level: bloodrager 2, druid 3, magus 3, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a piece of iron shaped like a scale tray)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (D)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>This spell reduces the target’s size by one size category, as if it were affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/r/reduce-person">reduce person</a>. You grow in size by one category, as if affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/e/enlarge-person">enlarge person</a> (if you can be targeted by that spell). If the spell is dispelled or otherwise ends for either you or the target, both you and the target return to your normal sizes.</p>


name: Steal Voice
level: bard 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: permanent (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>The target’s throat constricts, giving it the <a href="https://www.d20pfsrd.com/magic/variant-magic-rules/spellblights#TOC-Caster-Croak">caster croak spellblight</a>.</p>


name: Steam Ray Fusillade
level: arcanist 7, sorcerer/wizard 7
school: evocation [fire, water]
casting_time: 1 standard action
components: V, S, M (a scraping from a hydrothermal vent)
range: personal
target: you
duration: 1 round/level
description:
<p>For the duration of the spell, you can fire three rays of steam once per round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> (and you also fire three such rays as part of casting the spell). These rays function similarly to the rays from <a href="https://www.d20pfsrd.com/magic/all-spells/s/scorching-ray" style="font-style: italic">scorching ray</a> (you can fire them at close range, they’re ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> attacks, they deal 4d6 points of fire damage each, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> negates them) except that they work both underwater and above water without a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check for being a fire spell.</p>


name: Stench of Prey
level: druid 3, ranger 3, shaman 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one creature (see text)
duration: 1 minute/level
saving_throw: Fort negates (see text)
spell_resistance: yes
description:
<p>The target exudes a strong odor that most predators recognize as the scent of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> prey. The closest 1d4+1 predatory creatures within 30 feet must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or start attacking the target (<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex-">scent</a> ability are affected if within 60 feet). If the predator is an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>, it can be called away from the target by a handler using the “down” trick or any effect that suspends or dispels emotion or <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> effects.</p><p>This spell has no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, or creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Unnatural-Aura-Su-">unnatural aura</a> ability or effects that repel <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>.</p>


name: Stinking Cloud
level: bloodrager 3, magus 3, shaman 3, sorcerer/wizard 3, unchained summoner 3, witch 3
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (a rotten egg or cabbage leaves)
range: medium (100 ft. + 10 ft./level)
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Fortitude negates; see text
spell_resistance: no
description:
<p><i>Stinking cloud</i> creates a bank of fog like that created by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud">fog cloud</a>, except that the vapors are nauseating. Living creatures in the cloud become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.</p><p><i>Stinking cloud</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell. A permanent <i>stinking cloud</i> dispersed by wind reforms in 10 minutes.</p><h3>By the way…</h3><p>The effects created by this spell do not move with a vehicle.</p>


name: Stoke the Inner Fire
level: cleric 2, inquisitor 2
school: transmutation [fire]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level
description:
<p>You increase the natural heat within your body, transferring it to your weapons and armor. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, you may grant one of your natural or manufactured weapons the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming">flaming</a> special ability for 1 round. If you have the fire subtype, your weapon instead gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming-burst">flaming burst</a> special ability. If the weapon leaves your hand for any reason, it loses the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming">flaming</a> (or <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/flaming-burst">flaming burst</a>) special ability until you spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to activate it again. You can only have stoke the inner fire active on one weapon at a time, and spending a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to imbue a second weapon with the spell’s power immediately ends its effect on the first weapon.</p><p>The spell also builds a wall of searing heat between your armor and your flesh. Anyone striking you with a natural weapon or <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a> takes 1 point of fire damage. A creature that grapples you or is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> by you takes 1 point of fire damage each round the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> persists. If you have the fire subtype, these damage values increase to 1d6 points of fire damage each. Removing your armor causes this wall of heat to dissipate and ends these effects.</p><div style="width:190px;height:250px;margin:10px auto">
<a href="http://www.amazon.com/gp/product/1601257295/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601257295&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=4GSFU74S3RNG7I7N"> <img border="0" src="http://ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&amp;ASIN=1601257295&amp;Format=_SL250_&amp;ID=AsinImage&amp;MarketPlace=US&amp;ServiceVersion=20070822&amp;WS=1&amp;tag=httpwwwd20pfs-20"/> </a>
<img alt="" border="0" height="1" src="http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/irthttpwwwd20pfs-20amplas2ampo-2ampa-260-2257295-2" style="border:none!important;margin:0px!important" width="1"/>
</div><div style="width:200px;font-size:10px;font-weight:bold;text-align:center;margin:20px auto">
<a href="http://www.amazon.com/gp/product/1601257295/ref=as_li_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601257295&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=4GSFU74S3RNG7I7N"> Get this book AND support this site!</a>
</div>


name: Stolen Light
level: bard 3, sorcerer/wizard 3
school: illusion (figment)
casting_time: 1 full round
components: V, S, F (a gem worth at least 500 gp)
range: touch
target: transparent gem touched
duration: permanent or 1 minute/level (see text)
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p><i>Stolen light</i> stores images within a gem. To store an image, as part of casting you must touch a gem worth not less than 500 gp. You trap within the gem an image of everything visible within a 30-foot cone measured from the gem, in a direction of your choice. Alternatively, you can capture a less detailed image of a single object within sight. Once the casting is complete, the gem turns opaque, and the image inside cannot be seen. The stolen image remains within the gem until released or dispelled.</p><p>To release an image, you touch a gem holding <i>stolen light</i> as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> and speak a command word chosen at the time of casting. For 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, the image stored within the gem becomes visible. Details can be made out as clearly as they could be perceived at the time of casting. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">Darkvision</a> is of no use for making out details in a stolen image, though <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a> or other exceptional visual talents may reveal information the caster did not see. Light sources brighter than bright light are reduced to bright light in the stolen image. Once the image has been released, it cannot again be recovered from the gem.</p><p><i>Stolen light</i> can be made permanent with the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/p/permanency">permanency</a> spell by a caster of 10th level for a cost of 5,000 gp. This leaves the gem capable of projecting the image indefinitely, activated and deactivated by its command word, until it is destroyed or dispelled.</p>


name: Stone Call
level: bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: cylinder (40-ft. radius, 20 ft. high)
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>A rain of dirt, gravel, and small pebbles fills the area, dealing 2d6 points of bludgeoning damage to every creature in the area. This damage only occurs once, when the spell is cast.</p><p>For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).</p>


name: Stone Discus
level: bloodrager 2, druid 2, magus 2, sorcerer/wizard 2, witch 2
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S, M (a pinch of earth or metal)
range: close (25 ft. + 5 ft./2 levels)
effect: one or more stone discuses
duration: Instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You create a stone discus, which flies at an enemy. You can create one discus, plus one additional discus at 7th and 11th caster levels. For each discus you create, you decide whether its edge is blunt (and deals bludgeoning damage) or sharp (and deals slashing damage). Each discus requires a ranged attack to hit and deals 4d6 points of damage. The discuses can be launched at more than one target, but all must be aimed at targets within 30 feet of each other and launched simultaneously.</p><p>At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 5th, the discuses count as magic and silver. At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 10th, they also count as <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a>. At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 15th, they also count as <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a>.</p>


name: Stone Fist
level: alchemist 1, bloodrager 1, druid 1, magus 1, sorcerer/wizard 1
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M (a chip of granite)
range: personal
duration: 1 minute/level (D)
description:
<p>This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.</p><p><i>Stone to flesh</i> immediately dispels <i>stone fist</i>. Should you be the target of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/t/transmute-rock-to-mud"><i>transmute rock to mud</i></a>, this spell immediately ends and you take 4d6 points of damage.</p>


name: Stone Shape
level: cleric/oracle 3, druid 3, shaman 3, sorcerer/wizard 4
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, M/DF (soft clay)
range: touch
target: stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with <i>stone shape</i>, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.</p>


name: Stone Shield
level: bloodrager 1, cleric 1, druid 1, magus 2, shaman 1, sorcerer/wizard 1, summoner 1
school: conjuration (creation) [earth]
casting_time: 1 immediate action
components: V, S, DF
range: 0 ft.
effect: stone wall whose area is one 5-ft. square
duration: 1 round
saving_throw: none
spell_resistance: no
description:
<p>A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> from that enemy until the beginning of your next turn, granting you a +4 bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> and a +2 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throws. If the opponent’s attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 8 and 15 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield.</p><p>You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall. </p><p>At 4th level, a <a href="https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-archetypes/qinggong-monk">qinggong monk</a> may select this spell as a <i>ki</i> power costing 1 <i>ki</i> point to activate.</p>


name: Stone Tell
level: druid 6, shaman 7
school: divination
casting_time: 10 minutes
components: V, S, DF
range: personal
target: you
duration: 1 min./level
description:
<p>You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.</p>


name: Stone Throwing
level: bloodrager 1, cleric 2, druid 2, magus 2, ranger 1, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (powdered stone) creature touched 1 minute/level Fort negates (harmless) yes (harmless)
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject gains the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rock-Throwing-Ex-">rock throwing</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rock-Catching-Ex-">rock catching</a> abilities. It can use these abilities with any solid, mostly inflexible object with a <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> of at least 5.</p><p>The subject can hurl rocks up to two categories smaller than its own size. The range increment for this attack is 20 feet, and rocks can be hurled a maximum of 5 range increments. Damage is based on the size of the subject—1d8 points of damage for a Large creature, 1d6 for a Medium creature, or 1d4 for a Small creature—plus 1-1/2 times the thrower’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> bonus.</p><p>For every size category smaller than Large the subject is, it receives a cumulative –5 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves to catch rocks (or similar projectiles) thrown at it.</p>


name: Stone to Flesh
level: magus 6, shaman 6, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of blood mixed with earth)
range: medium (100 ft. + 10 ft./level)
target: one petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
duration: instantaneous
saving_throw: Fortitude negates (object); see text
spell_resistance: yes
description:
<p>This spell restores a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Petrified">petrified</a> creature to its normal state, restoring life and goods. The creature must make a DC 15 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save to survive the process. Any <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Petrified">petrified</a> creature, regardless of size, can be restored. The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. For example, this spell would turn an animated stone statue into an animated flesh statue, but an ordinary statue would become a mass of inert flesh in the shape of the statue. You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.</p>


name: Stoneskin
school: abjuration
casting_time: 1 standard action
components: V, S, M (granite and diamond dust worth 250 gp)
range: touch
target: creature touched
duration: 10 min./level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 4, bloodrager 4, druid 5, inquisitor 4, magus 4, shaman 5, sorcerer/wizard 4, summoner 3, unchained summoner 4

description:
<p>The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">DR</a> 10/adamantine. It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.</p>


name: Storm Sight
level: cleric 2, druid 2, shaman 2, sorcerer/wizard 2, witch 2
school: divination (scrying)
casting_time: 1 round
components: V, S, F (a storm, either natural or magical)
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p class="desciption">You step into any magical or naturally occurring storm and commune directly with the power of the wind and rain.</p><p>This spell allows the storm’s power to fill you, granting you knowledge and images of what else lies within its reach. As long as you remain within the storm, you can concentrate on it for 1 minute to determine whether or not other living creatures with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 3 or higher are caught in the storm within 400 feet of you. Due to the nature of the spell, you do not need to attempt <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks against violent wind or storms when casting the spell, but other elements that might disrupt spellcasting require checks as normal. While the spell is in effect, you no longer need to attempt <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks as a result of wind or storms for spells you cast or concentrate on.</p><p>Once you’ve sensed creatures with this spell by concentrating for 1 minute, you can continue concentrating to learn more. After you concentrate for 1 additional round, the spell reveals to you via winds and rain the presence of any Small or larger living creature with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> of 3 or higher within 400 feet of you. After 2 consecutive rounds of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>, you learn the approximate distance to the detected life forms from your current location. After 3 rounds of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>, the rain and winds allow you to determine the approximate direction of each life form. Once you’ve concentrated in this way for 3 rounds, you gain a bonus equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> on your next <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> check during the spell’s duration.</p>


name: Storm Step
level: magus 3, sorcerer/wizard 3, witch 3
school: conjuration (teleportation) [electricity]
casting_time: 1 standard action
components: V,S
range: close (25 ft. + 5 ft./2 levels)
target: you
duration: instantaneous
saving_throw: Reflex halves
spell_resistance: yes
description:
<p><i>You are able to harness the power of the storm to transport yourself a short distance, by taking the form of a furious, sizzling bolt of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a> electricity.</i></p><p>You must either have line of sight to your destination or you must specify a direction and distance within range. Creatures and objects in the path of your passage take 1d8 points of electricity damage per 2 caster levels (maximum 5d8). A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves the damage.</p><p>If your path intersects with a solid object, you damage the barrier accordingly. If the damage is enough to break through the barrier, you continue beyond the barrier as long as the spell’s range permits; otherwise, your movement stops in the square adjacent to the barrier and the effect ends.</p>


name: Storm of Blades
level: cleric 3, magus 2, sorcerer/wizard 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a sword)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You create floating swords of the type used as the material component for this spell (such as a rapier or scimitar) and magically propel them at your target. You can create one sword for every 2 caster levels that you possess, up to a maximum of five swords at 10th level. You must have line of effect between you and the target, and the target must be within the spell’s range. You make a ranged attack roll for each sword (with no penalties for range increments or using melee weapons as ranged weapons); each attack has the same threat range and critical modifier and deals the same damage as a standard sword of the type expended. Swords created by this spell disappear after striking (or missing) their targets.</p>


name: Storm of Vengeance
level: cleric/oracle 9, druid 9, shaman 9, witch 9
school: conjuration (summoning)
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
effect: 360-ft.-radius storm cloud
duration: concentration (maximum 10 rounds) (D)
saving_throw: see text
spell_resistance: yes
description:
<p>You create a huge black storm cloud in the air. Each creature under the cloud must succeed on 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 1d4 x 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.</p><div style="margin-left: 40px">
<p><b>2nd Round</b>: Acid rains down in the area, dealing 1d6 points of acid damage (no save).</p>
<p><b>3rd Round</b>: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save for half damage.</p>
<p><b>4th Round</b>: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).</p>
<p><b>5th through 10th Rounds</b>: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, beyond 5 feet. A creature 5 feet away has <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (attacks have a 20% miss chance). Creatures farther away have total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.</p>
</div><p>Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Concentration-Check">Concentration</a> check against a DC equal to the <i>storm of vengeance</i>‘s save DC + the level of the spell the caster is trying to cast.</p><h3>By the way…</h3><p>The effects created by this spell do not move with a ship and this spell does not start a fire on a ship.</p>


name: Stormbolts
level: cleric/oracle 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, M/DF (a copper rod)
range: 30 ft.
area: a 30-ft.-radius spread, centered on you
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>When you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area take 1d8 points of electricity damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d8) and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round. A successful Saving Throw halves the damage and negates the stun effect.</p>


name: Straitjacket
level: inquisitor 4, occultist 4, sorcerer/wizard 5, summoner 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (leather strap)
range: close (25 ft. + 5 ft./2 caster levels)
target: one creature
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You cause a straitjacket to spring into existence to restrain the target creature. You attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> against the target’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>. Your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> for this check is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + 5 due to the <i>straightjacket’s</i> <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>. This <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> doesn’t provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>, and if it succeeds, the target is restrained. This is similar to the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition, except the target is able to move at its normal speed, the restraint doesn’t cause the target to require <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks to use abilities that require <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>, and the target can’t take actions that require one or more hands or arms to perform (including casting spells that require a somatic or material component).</p><p>Once it has been restrained for 1 round, the target can attempt an additional saving throw against a magical effect that makes it <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>, a curse, a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect, or a madness. The caster chooses which effect the target gets an extra save against. This extra save applies to only effects with durations of 10 minutes per level or less, and it doesn’t apply to instantaneous effects. This extra save occurs only once per casting of straitjacket.</p><p>A creature can attempt to escape the straitjacket with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check or <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check, with a DC equal to 10 + 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.</p>


name: Strand of the Tangled Knot
level: cleric/oracle 1, inquisitor 1, shaman 1, warpriest 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a small knot of twin)
range: personal
target: you
duration: 1 round/level (D)
description:
<p>The next single attack made against you takes a –10 penalty. If that attack is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>, it is instead treated as a normal hit.</p>


name: Strangling Hair
level: psychic 3, sorcerer/wizard 3, witch 3
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>Your hair animates and extends to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Constrict-Ex-">constrict</a> an opponent. Make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> check against the target using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> plus a bonus equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> bonus (if a <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> or <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> bonus (if a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>). This <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> check does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. If your hair succeeds in <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a> a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition. Your hair receives a +5 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> checks made against opponents it is already <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a>, but cannot move foes or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a> foes. Each round that your hair succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> check, it deals an additional 1d6 points of damage. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> of your hair, for the purposes of escaping the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, is equal to 10 + its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a>.</p><p>Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.</p>


name: Stricken Heart
level: inquisitor 2, mesmerist 2, psychic 2, shaman 3, sorcerer/wizard 2, spiritualist 2, witch 2
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>This spell covers your hand with a writhing black aura. As part of casting the spell, you can make a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> that deals 2d6 points of negative energy damage and causes the target to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round. If the attack is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 minute instead. Creatures immune to precision damage are immune to the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> effect.</p>


name: Strip Scales
level: druid 4, sorcerer/wizard 5, witch 5
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a single reptile scale)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 minute/level
saving_throw: Fortitude
spell_resistance: yes
description:
<p>You reduce the target’s racial <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> by 1 point per 3 caster levels.</p>


name: Strong Jaw
level: druid 4, ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 minute/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Laying a hand upon an allied creature’s jaw, claws, tentacles, or other natural weapons, you enhance the power of that creature’s natural attacks. Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is. If the creature is already Gargantuan or Colossal-sized, double the amount of damage dealt by each of its natural attacks instead. This spell does not actually change the creature’s size; all of its statistics except the amount of damage dealt by its natural attacks remain unchanged.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text" rowspan="2">Natural Attack 
   </th><td class="text" colspan="9">Base Damage by Size*</td>
</tr>
<tr>
<td class="text">Fine</td>
<td class="text">Dim.</td>
<td class="text">Tiny</td>
<td class="text">Small</td>
<td class="text">Medium</td>
<td class="text">Large</td>
<td class="text">Huge</td>
<td class="text">Garg.</td>
<td class="text">Col.</td>
</tr>
<tr>
<td class="text">Bite</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
<td class="number">4d6</td>
</tr>
<tr>
<td class="text">Claw</td>
<td class="marker">–</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
</tr>
<tr>
<td class="text">Gore</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
<td class="number">4d6</td>
</tr>
<tr>
<td class="text">Hoof, tentacle, wing</td>
<td class="marker">–</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
</tr>
<tr>
<td class="text">Pincers, tail slap</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
<td class="number">4d6</td>
</tr>
<tr>
<td class="text">Slam</td>
<td class="marker">–</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
</tr>
<tr>
<td class="text">Sting</td>
<td class="marker">–</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
</tr>
<tr>
<td class="text">Talons</td>
<td class="marker">–</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
</tr>
<tr>
<td class="text">Other</td>
<td class="marker">–</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
</tr>
</thead></table>


