# spell

name: Mindshock
school: divination [mind-affecting, pain]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
level:
antipaladin 2, bloodrager 2, inquisitor 2, medium 2, occultist 2, psychic 2, shaman 2, spiritualist 2, witch 2

description:
<p>You charge yourself with violent psychic energy so attacks you make with weapons, natural weapons, and unarmed strikes cause the target to recall pain suffered in the past. Such attacks deal 1d4 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> in addition to their normal damage, though creatures immune to <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> or pain effects ignore this additional damage. In addition, when you confirm 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-Confused">confused</a> for 1 round by the pain. Creatures immune to critical hits, <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a>, or pain effects ignore the confusion. Even if you confirm multiple critical hits while this spell is in effect, an individual creature can only be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> by a single casting of <i>mindshock</i> once.</p>


name: Mindwipe
level: medium 4, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, spiritualist 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous; see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>You <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/e/erase">erase</a> a portion of the target’s mind and experiences, inflicting 2 temporary <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> on the target for 1 day per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If the target is a spellcaster who must choose and prepare spells in advance, each <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> imposed by mindwipe also causes the target to lose one prepared spell from her highest level of spells known for each of her spellcasting classes for which she must prepare spells. These lost spells are no longer considered known by the target until the corresponding <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> are removed.</p><p>If the target is a spontaneous spellcaster, each <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> inflicted by mindwipe causes her to lose one spell slot of her highest level of spells for each spontaneous spellcasting class in which she has levels and to lose knowledge of one random spell known of that level (or the next lowest level if she has already lost knowledge of all spells known of that level, and so on). The target cannot use the lost spell slots and spells known as long as the corresponding <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> last. When the target loses a spell known, the spell remains on her class list but she cannot prepare or cast the spell.</p><p>If the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> from mindwipe cause the target’s total number of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> to equal or exceed her character level, instead of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a>, she enters a catatonic state as long as the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> from mindwipe continue to cause her total number of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> to equal or exceed her character level.</p>


name: Minor Creation
level: sorcerer/ wizard 4, summoner/unchained summoner 3, witch 4
school: conjuration (creation)
casting_time: 1 minute
components: V, S, M (a tiny piece of matter of the same sort of item you plan to create with )
range: 0 ft.
effect: unattended, non-magical object of nonliving plant matter, up to 1 cu. ft./level
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create a non-magical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> skill check to make a complex item.</p><p>Attempting to use any created object as a material component causes the spell to fail.</p>


name: Minor Dream
level: alchemist 2, bard 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 2
school: illusion (figment) [mind-affecting]
casting_time: 1 minute
components: V, S
range: unlimited
target: you or one gnome touched
duration: see text
saving_throw: none
spell_resistance: yes
description:
<p>This spell functions as the <a href="https://www.d20pfsrd.com/magic/all-spells/d/dream/" style="font-style: italic">dream</a> spell, except as follows. The messenger must be yourself or a <a href="https://www.d20pfsrd.com/races/core-races/gnome">gnome</a> touched. The message can be no longer than 20 words. If the recipient of the message is not asleep when the spell is cast, the spell automatically fails.</p>


name: Minor Image
level: bard 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: illusion (figment)
duration: concentration + 2 rounds
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silent-image/"><i>silent image</i></a>, except that <i>minor image</i> includes some minor sounds but not understandable speech.</p>


name: Minor Phantom Object
level: sorcerer/wizard 4
school: illusion (shadow) [shadow]
casting_time: 1 minute
components: V, S
range: 0 ft.
effect: illusory, unattended, non-magical object of nonliving plant matter, up to 1 cu. ft./level
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/minor-creation">minor creation</a> spell, except the object created is a semi-real <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>. Any creature that interacts with the object may make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, with success causing the object to cease to exist. A <a href="https://www.d20pfsrd.com/races/core-races/gnome">gnome</a> casting this spell may make a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check in place of any <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> check required to make a complex item.</p>


name: Miracle
level: cleric/oracle 9
school: evocation
casting_time: 1 standard action
components: V, S; see text
range: see text
duration: see text
saving_throw: see text
spell_resistance: yes
description:
<p>You don’t so much cast a <i>miracle</i> as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.</p><p>A <i>miracle</i> can do any of the following things. </p><ul>
<li>Duplicate any cleric spell of 8th level or lower. </li>
<li>Duplicate any other spell of 7th level or lower.</li>
<li>Undo the harmful effects of certain spells, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/feeblemind">feeblemind</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/i/insanity"><i>insanity</i></a>.</li>
<li>Have any effect whose power level is in line with the above effects.</li>
</ul><p>Alternatively, a cleric can make a very powerful request. Casting such a <i>miracle</i> costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful <i>miracles</i> of this sort could include the following:</p><ul>
<li>Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.</li>
<li>Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.</li>
<li>Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.</li>
</ul><p>In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.</p><p>A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a <i>miracle</i> spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.</p>


name: Mirage
level: bard 3, druid 3, mesmerist 3, occultist 3, psychic 3, ranger 3
school: illusion (figment)
casting_time: 10 minutes
components: V, S, M (a pinch of sand and a drop of water)
range: long (400 ft. + 40 ft./level)
area: one 40-ft. cube/level (S)
duration: 2 hours/level (D)
saving_throw: Will disbelief (see below)
spell_resistance: yes
description:
<p>You create an image of a pool of water, a group of standing stones, a cove, an island, or another simple land formation over a stretch of flat land or water. The image is purely visual, and structures, equipment, and creatures within the area are not hidden or changed in appearance.</p><p>Anyone interacting with the illusion can attempt to disbelieve it, and a creature trained in <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> can make a special attempt to disbelieve the illusion. the creature must be within 120 feet of the illusion’s area and can attempt a <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> check instead of a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw. If the result is equal to or greater than the spell’s save DC, the creature realizes the mirage is an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> as if it disbelieved the spell.</p>


name: Mirage Arcana
level: bard 5, sorcerer/wizard 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
area: one 20-ft. cube/level (S)
duration: concentration +1 hour/ level (D)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/h/hallucinatory-terrain"><i>hallucinatory terrain</i></a>, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/h/hallucinatory-terrain"><i>hallucinatory terrain</i></a>, the spell can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).</p><h3>By the way…</h3><p>Ships are considered structures for the purposes of this spell.</p>


name: Mirror Hideaway
level: occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a glass or metal marble and a twisted loop of parchment )
range: touch
target: one mirror
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You transform a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Mirror">mirror</a> into a portal to an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space. The space can hold as many as eight Medium creatures. Creatures that enter this space are hidden and beyond the reach of spells (including <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divinations</a>), unless those spells work across planes. If the mirror is covered (such as by a cloth, or by being placed face down or against a wall), the portal becomes inactive. If the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Mirror">mirror</a> is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> or moved more than 5 feet from where it was when you cast the spell, the spell ends; any creatures within the extradimensional space are expelled from it (see below) and become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1d6 rounds.</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 space can see and hear through it as if looking through an open window the same size as the mirror. Creatures outside the extradimensional space see only what is normally reflected in the mirror. Any creature in the space can make itself visible in the reflection of the mirror for 1 round at a time, however creatures outside the space cannot hear any sounds that originate inside. Anything inside the <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space is expelled when the spell ends (even if the mirror is covered). Only one creature at a time can enter the mirror, and creatures can enter only if they can fit through an opening the same size as the mirror. For example, a hand mirror isn’t big enough for a Small or larger creature to use it as a portal. Objects can enter the extradimensional space only if brought by a creature able to fully pass through the mirror.</p>


name: Mirror Image
level: bard 2, bloodrager 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level
description:
<p>This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.</p><p>When <i>mirror image</i> is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.</p><p>An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).</p><div class="ed-note-outer">
<p class="ed-note-header">Editor’s Note</p>
<div class="ed-note-txt">
<p style="font-weight:bold">Can I use <a href="https://www.d20pfsrd.com/feats/combat-feats/cleave-combat">Cleave</a> or <a href="https://www.d20pfsrd.com/feats/combat-feats/great-cleave-combat">Great Cleave</a> to cleave to or from an image created by a <i>mirror image</i> spell?</p>
<p>No. If your initial attack hit the caster, you can’t cleave to an image as if it were an actual creature. If your initial attack hit an image, you failed to hit your intended target (the caster), and therefore can’t cleave. As you can’t specifically target an image (because you can’t tell the images from the actual caster), you likewise can’t aim for an image and try to cleave to another image.</p>
<p style="font-weight: bold">Can I use <a href="https://www.d20pfsrd.com/magic/all-spells/m/magic-missile" style="font-style: italic">magic missile</a> to destroy one or more images from a mirror image spell?</p>
<p>No. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-missile">Magic missile</a> targets a creature and does not require an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, so it bypasses all the images and always hits the caster.</p>
<p style="font-size: 12px">[ <a href="http://paizo.com/paizo/blog/v5748dyo5ld4f?Revenge-of-the-FAQ-Attack" rel="nofollow noopener" target="_blank">Source</a>]</p>
</div>
</div>


name: Mirror Mantis
level: bard 1, cleric 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1
school: illusion (phantasm) [mind-affecting]
casting_time: 1 standard action
components: S, F (a hand mirror stained with a dried drop of blood)
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>Whenever the target of this spell looks into a mirror or other reflective surface where it can see its own visage clearly, it sees a <a href="https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/crimson-assassin/">crimson assassin</a> (in full <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor</a>, face hidden by a mantis mask) looking back at it. The reflection is harmless and mimics the target’s motions perfectly; no one else can see this <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>. The first time the target sees the <a href="https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/crimson-assassin/">crimson assassin</a> reflection, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save be or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> and take a -2 penalty on saves against fear effects for as long as it can see the altered image and for 3 rounds thereafter. A new save must be attempted each time the creature views its reflection during the spell’s duration. Once a creature successfully saves, it becomes immune to being <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> by the caster’s <em>mirror mantis</em> spell for 24 hours, though it will still see the <a href="https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/crimson-assassin/">crimson assassin</a> reflection until the spell ends.</p>


name: Mirror Polish
level: sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a soft cloth)
range: touch
target: one metal item of up to 1 sq. ft.
duration: instantaneous
saving_throw: yes (object)
spell_resistance: yes (object)
description:
<p>You polish a metal item until it is reflective enough to be used as a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Mirror">mirror</a>. This does not prevent the item from later damage or corrosion that would ruin the mirrored surface. The spell can be cast only on a metal item with a fairly smooth and contiguous surface, such as a breastplate, a helm, a shield, or a sword, but not a mace, chainmail, or scale mail.</p>


name: Mirror Sight
level: sorcerer/wizard 3
school: divination (scrying)
casting_time: 10 minutes
components: V, S, F (a mirror)
range: see text
effect: magical sensor
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>This spell lets you look into a mirror near you and see an image that is reflected in another specific mirror (chosen by you) or an individual reflected in any other mirror.</p><p>This works like a scrying spell, except you can only view creatures on the same plane as you. Each time you cast the spell, you can choose to see one of three types of reflections in your mirror.</p><div style="margin-left:40px">
<p><i>Known Mirror</i>: The current refection in another mirror with which you are familiar.</p>
<p><i>Known Person</i>: The current refection of a person you know well, assuming that person is near a mirror.</p>
<p><i>Known Place</i>: The current refection of a place you know well, assuming the location is being reflected in a mirror.</p>
</div><p>You receive only visual information through this ability. You can choose to transmit information both ways so that a person reflected in the remote mirror can view whatever appears in the mirror you are using.</p><p>This spell works with intentionally fabricated mirrors only; it is not effective with other reflective surfaces, such as still pools or polished metal shields. Effects that block scrying block this spell.</p>


name: Mirror Strike
level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a shard of mirror)
range: personal
target: you
duration: see text
description:
<p>You briefly alter the flow of time to split a melee attack into two attacks. Before the end of your next turn, when you make your next melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, compare the result to the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> of two opponents within your reach. If the selected opponents are <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> you, you gain a +2 bonus on your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> (and confirmation <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, see below). If you hit both enemies, you can deal half damage to each. Hitting only one opponent allows you to deal that opponent normal damage for your attack. On a critical threat, you can make only one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> to confirm the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> against both opponents. If you confirm against both, you deal half your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> damage to each. Your hit is a normal hit rather than a critical if you confirm against only one opponent. If you fail to use the effect before the end of your next turn, the spell ends.</p>


name: Mirror Transport
level: sorcerer/wizard 4, witch 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a glass or metal marble and a twisted loop of parchment )
range: touch
target: one mirror
duration: 1 hour/level (D)
saving_throw: yes (object)
spell_resistance: yes (object)
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/m/mirror-hideaway/" style="font-style: italic">mirror hideaway</a>, except any creature that enters the target mirror can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to exit through another mirror within 500 feet as if using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>; this is a one-way transport. The creature can exit through a mirror only if it could fit through an opening the same size as the mirror. Each transport through the target mirror reduces the spell’s duration by 1 hour.</p>


name: Mischievous Shadow
level: bard 4, magus 4, medium 3, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner 4, witch 4
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a black candle )
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You direct spirits into the shadows of creatures. The shadows of creatures that fail their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throws appear slightly different for the duration of the spell, bearing small horns, unusually long and slender arms, or other small discrepancies.</p><p>This spell does not work on creatures that do not cast shadows or reflections. At will as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> (but no more often than once every 10 minutes), a mischievous shadow can interfere with its host’s actions or the actions of adjacent creatures by interacting with their shadows in ways that affect their physical counterparts, such as grabbing the shadow of a crossbow to redirect the physical weapon’s aim. Each disruption either imposes a –8 penalty on a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>– or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>-based skill check, or requires a spellcaster to succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC = 15 + spell level) or lose a spell being cast. If you are within range of the spell effect, you can decide how these <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/shadow">shadows</a> interfere; otherwise, their actions are timed and decided by the GM as needed, typically manifesting during important or crucial roles.</p><p>Each time a mischievous shadow makes such a disruption, the spell’s <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>-like manifestation occurs during that round.</p><p class="divider">HAUNT STATISTICS</p><p><b>Notice</b> <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC 25 (to see a target’s shadow act incongruously with its physical motions); <b>hp</b> 2 hp/level; <b>Trigger</b> proximity; <b>Reset</b> none</p>


name: Misdirection
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object, up to a 10-ft. cube in size
duration: 1 hour/level
saving_throw: none or Will negates; see text
spell_resistance: no
level:
bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2

description:
<p>By means of this spell, you misdirect the information from divination spells that reveal auras (<i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil/">detect evil</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/">detect magic</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/discern-lies/">discern lies</a></i>, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of <i>misdirection</i> is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (<i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/augury/">augury</a>, <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/c/clairaudience-clairvoyance/">clairaudience/clairvoyance</a></i>, and the like).</p>


name: Miserable Pity
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: abjuration [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level and 1 minute; see text
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/s/sanctuary/" style="font-style: italic">sanctuary</a>, except creatures attempting to attack the target who fail their saves also feel a strong sense of pity toward the target, as if it were weak, pathetic, and not a threat. If the target breaks the spell by attacking, any creature that failed its save against the spell gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> against the target for 1 minute.</p>


name: Mislead
level: alchemist 6, bard 5, magus 6, sorcerer/wizard 6
school: illusion (figment, glamer)
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D) and concentration + 3 rounds; see text
saving_throw: none or Will disbelief (if interacted with); see text
spell_resistance: no
description:
<p>You become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/i/invisibility#greater"><i>greater invisibility</i></a>, a glamer), and at the same time, an illusory double of you (as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/major-image">major image</a></i>, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.</p><p>The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The greater invisibility lasts for 1 round per level, regardless of concentration.</p>


name: Mnemonic Enhancer
level: wizard 4
school: transmutation
casting_time: 10 minutes
range: personal
target: you
duration: instantaneous
components:
V, S, M (a piece of string, and ink consisting of squid secretion mixed with black dragon’s blood), F (an ivory plaque worth 50 gp)

description:
<p>Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.</p><p style="margin-left:40px"><b>Prepare</b>: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.</p><p style="margin-left:40px"><b>Retain</b>: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the <i>mnemonic enhancer</i>. This restores the previously cast spell to your mind.</p><p>In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).</p>


name: Mnemonic Siphon
level: arcanist 4, magus 3, occultist 3, sorcerer 4, witch 4, wizard 4
school: divination
casting_time: 10 minutes
components: V, S
range: touch
target: object touched
duration: 1 day/level or until discharged (D)
saving_throw: none
spell_resistance: no
description:
<p>You inscribe a rune on the target object. The rune remains dormant until the object finds its way into the hands of a spellcaster, at which point the rune steals one of that creature’s spells and passes the knowledge back to you. The stolen spell is selected randomly. An object inscribed with this rune is affected as though by the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-aura">magic aura</a>. Additionally, if a creature in possession of the object casts a spell that appears on your spell list, there is a 10% chance that the mnemonic siphon absorbs that spell, causing it to fail as though it had been successfully countered. Whenever the mnemonic siphon absorbs a spell in this fashion, it causes the knowledge of the absorbed spell to appear directly in your mind. You can use this knowledge to prepare the spell if you have an unused spell slot capable of casting it. You can also use the knowledge to write the spell into a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Spellbook">spellbook</a> or teach it to your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a>. This knowledge remains in your mind for 24 hours, after which time it is lost. The mnemonic siphon is capable of absorbing up to 1 spell per 2 caster levels you have before being discharged. If you are not capable of learning a stolen spell normally, the knowledge is useless to you.</p>


name: Modify Memory
level: bard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round; see text
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.</p><ul>
<li>Eliminate all memory of an event the subject actually experienced. This spell cannot negate <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/charm-person">charm</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/geas-quest">geas/quest</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a>, or similar spells.</li>
<li>Allow the subject to recall with perfect clarity an event it actually experienced.</li>
<li>Change the details of an event the subject actually experienced.</li>
<li>Implant a memory of an event the subject never experienced.</li>
</ul><p>Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell’s range during this time, the spell is lost.</p><p>A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.</p>


name: Molten Orb
level: bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
school: evocation (earth, fire)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: ranged attack
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You create a fist-sized, red-hot ball of molten metal that you immediately hurl as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon">splash weapon</a>. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of where the ball hits takes 1d6 points of fire damage from the splash (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half). Each of these creatures takes an additional 1d6 points of fire damage on its turn for the next 1d3 rounds, unless it is cooled off (with water, snow, or any effect that deals 5 or more points of cold damage).</p>


name: Moment of Greatness
level: bard 1, cleric 1, psychic 1, sorcerer/wizard 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (rabbit fur)
range: 50 ft.
target: The caster and allies within a 50-ft. burst centered on the caster
duration: 1 minute/level or until discharged
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>Each creature affected by this spell is given the potential for greater success and glory. If the affected creature is benefiting from a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> of any type, it can double that <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on one roll or check, before making the roll. Once an affected creature uses this spell’s effect, the spell is discharged for that subject.</p>


name: Moment of Prescience
level: sorcerer/wizard 8, witch 8
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level or until discharged
description:
<p>This spell grants you a sixth sense. Once during the spell’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn’t take an action; you can even activate it on another character’s turn. You must choose to use the <i>moment of prescience</i> before you make the roll it is to modify. Once used, the spell ends. You can’t have more than one <i>moment of prescience</i> active on you at the same time.</p>


name: Monkey Fish
level: alchemist 1, druid 1, magus 1, psychic 1, shaman 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>Your hands and feet alter to make you better at <a href="https://www.d20pfsrd.com/skills/climb/">climbing</a> and <a href="https://www.d20pfsrd.com/skills/swim">swimming</a>. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load.</p>


name: Monstrous Extremities
level: bloodrager 3, cleric 3, sorcerer/wizard 3, witch 4
school: transmutation (polymorph)
casting_time: 1 minute
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You change one of the extremities of the creature touched—arms or legs only—into another shape of approximately the same size and mass. You can choose a <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo-alchemist-discoveries/tentacle-ex">tentacle</a>, a hoof, or a wing.</p><p>The subject must take approximately 10 minutes to familiarize itself with the function and movement of the new extremity to use it properly. These new forms do not allow the subject to fly, run faster, or swim better; however, they do act as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a> of the appropriate type, and the subject can use them to make secondary attacks while making attacks with weapons as a full-attack action. The secondary attacks are made using the creature’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> –5 and adding only 1/2 the creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> bonus on damage rolls. The subject cannot hold a weapon or use any item that would ordinarily fit into the slot of the changed extremity. The subject can receive the benefits of this spell multiple times.</p>


name: Monstrous Physique
level: alchemist 3, bloodrager 3, magus 3, sorcerer/wizard 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>When you cast this spell, you can assume the form of any Small or Medium creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Monstrous-Humanoid">monstrous humanoid</a> type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>. If the form you assume has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> subtype, you gain the aquatic and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amphibious-Ex-">amphibious</a> subtypes.</p><ul>
<li><b>Small monstrous humanoid</b>: If the form you take is that of a Small <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Monstrous-Humanoid">monstrous humanoid</a>, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and a +1 natural armor bonus.</li>
<li><b>Medium monstrous humanoid</b>: If the form you take is that of a Medium <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Monstrous-Humanoid">monstrous humanoid</a>, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>.</li>
</ul><div style="margin-left:40px">


name: Moonstruck
level: bloodrager 4, druid 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of powdered moonstone)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You invoke the mystical power of the moon to drive the target into a mad, bestial frenzy. If the target fails its save, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> for 1 round, dropping held items as its nails and teeth elongate and sharpen. The target gains a bite attack and two claw attacks that deal damage appropriate for the creature’s size, and for the remainder of the spell’s duration the target behaves as if under simultaneous <a href="https://www.d20pfsrd.com/magic/all-spells/m/r/rage" style="font-style: italic">rage</a> and <a href="https://www.d20pfsrd.com/magic/all-spells/m/c/confusion" style="font-style: italic">confusion</a> spells, attacking with its natural weapons in preference to other actions. During the final round of the spell’s duration, the target is again <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> as it returns to its normal state.</p><table border="1" cellpadding="5"><caption>Table: Natural Attacks by Size</caption>
<thead>
<tr>
<th class="text" rowspan="2">Natural Attack</th>
<th class="text" colspan="9">Base Damage by Size</th>
<th class="text" rowspan="2">Damage Type</th>
<th class="text" rowspan="2">Attack type</th>
</tr>
<tr>
<th class="text">Fine</th>
<th class="text">Dim.</th>
<th class="text">Tiny</th>
<th class="text">Small</th>
<th class="text">Medium</th>
<th class="text">Large</th>
<th class="text">Huge</th>
<th class="text">Garg.</th>
<th class="text">Col.</th>
</tr>
</thead>
<tbody>
<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>
<td class="source text">B/S/P</td>
<td class="text">Primary</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>
<td class="source text">B/S</td>
<td class="text">Primary</td>
</tr>
</tbody>
</table><table border="1" cellpadding="5"><caption>Table: Confusion Effects</caption>
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Behavior</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">01-25</td>
<td class="text">Act normally</td>
</tr>
<tr>
<td class="number">26-50</td>
<td class="text">Do nothing but babble incoherently</td>
</tr>
<tr>
<td class="number">51-75</td>
<td class="text">Deal 1d8 points of damage +<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Str</a> modifier to self with item in hand</td>
</tr>
<tr>
<td class="number">76-100</td>
<td class="text">Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self)</td>
</tr>
</tbody>
</table>


name: Morning Sun
level: cleric/oracle 7, druid 7, inquisitor 6, shaman 7
school: evocation [light]
casting_time: 1 standard action
components: V, S, M (500 gp worth of gold dust)
range: close (25 ft. + 5 ft./2 levels)
area: 60-ft. radius
duration: 1 minute/level (D)
saving_throw: Fort negates and Reflex half; see text
spell_resistance: no
description:
<p>This spell conjures a miniature sphere of sunlight, approximately the size of a <a href="https://www.d20pfsrd.com/races/core-races/human">human</a> fist, at a desired location within range.</p><p>The sphere sheds bright light in a 60-foot-radius burst. Creatures that take penalties in bright light do so while within the sphere’s area of illumination. Creatures that start their turns within the area of illumination and that are damaged or destroyed by sunlight must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> until 1d4+1 rounds after they leave the affected area. Non-creatures, such as hazardous fungi and mold that are destroyed by sunlight, become inert for the duration of the spell. The sphere cannot be moved from the place it was cast. The sphere deals 10d6 points of fire damage to anything it touches and anything that passes within 5 feet of it. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save reduces this damage by half.</p>


name: Mortal Terror
school: enchantment [fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will partial (see text)
spell_resistance: yes
level:
antipaladin 2, arcanist 2, bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, psychic 2, shaman 2, skald 2, sorcerer/wizard 2, warpriest 2, witch 2

description:
<p class="description">You imbue the target with an exaggerated sense of its own mortality and a drive for self-preservation.</p><p>The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, and the first time each round the target takes damage (including the first round of the spell’s duration), it must succeed at another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or its <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> level increases by one step (from <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a>, and from <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>). If the target fails a saving throw against this effect while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>, it is transfixed in terror and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> for the remainder of the spell’s duration. If the target succeeds at the initial <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1 round but its <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> level cannot be further increased by this spell’s effects during that round.</p>


name: Motes of Dusk And Dawn
school: evocation [darkness, light]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: Up to four motes, all within a 10-ft.-radius area
duration: 1 minute (D)
saving_throw: none
spell_resistance: no
level:
bard 3, magus 3, medium 3, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3

description:
<p>When you cast this spell, you create up to four motes that shed light or darkness in a 20-foot-radius, increasing or decreasing the illumination level by up to two categories. You decide whether each individual mote sheds light or darkness when the spell is cast.</p><p>The motes of dusk and dawn must stay within a 10-foot-radius area of one another but otherwise move as you desire (no <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> required): forward or back, up or down, straight or turning corners, or the like. The motes can move up to 100 feet per round. A mote winks out if the distance between you and it exceeds the spell’s range.</p>


name: Mount
level: bloodrager 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M (a bit of horse hair)
range: close (25 ft. + 5 ft./2 levels)
effect: one mount
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You summon a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/horse">light horse</a> or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/horse/pony/summoned-creature-pony-horse">pony</a> (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.</p>


name: Move Earth
level: druid 6, sorcerer/wizard 6
school: transmutation [earth]
casting_time: see text
components: V, S, M (clay, loam, sand, and an iron blade)
range: long (400 ft. + 40 ft./level)
area: dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p><i>Move earth</i> moves dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.</p><p>In no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.</p><p>This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacial fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.</p><p>The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.</p><p>This spell has no effect on earth creatures.</p>


name: Mud Buddy
level: druid 2, sorcerer/wizard 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (1 pint of water)
range: close (25 ft. + 5 ft./2 levels)
target: 5 cubic feet of earth or mud
duration: 1 hour/level (D) (see text)
description:
<p class="description">You create a Small minion out of mud, and it obeys your commands.</p><p>The mud buddy has AC 12, 10 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> 5, and a speed of 30 feet. It can perform any tasks an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/u/unseen-servant">unseen servant</a> can, plus any similar tasks its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> allows (it’s able to lift up to 50 pounds), but instead of walking on water, it gains a swim speed of 30 feet.</p><p>You can command a mud buddy to move up to 5 feet and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> an opponent (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> = your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + your spellcasting ability score modifier). After the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> attempt is resolved, the spell ends.</p><p>When the spell ends, the mud buddy reverts to a patch of wet earth.</p>


name: Mudball
level: bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, witch 1 (goblin)
school: conjuration (creation) [earth]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: single fist-sized blob of sticky mud
duration: instantaneous
saving_throw: Reflex negates; see text
spell_resistance: no
description:
<p>When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy’s face as a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. If the mudball hits, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>. Each round at the beginning of its turn, a creature <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> by this spell can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw to shake off the mud, ending the effect. The mudball can also be wiped off by the creature affected by it or by a creature adjacent to the creature affected by it as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p>


name: Muffle Sound
level: bard 2, cleric/oracle 2, inquisitor 2, mesmerist 2, psychic 2
school: illusion (glamer)
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You suppress sounds made by the targets, granting them a +4 bonus on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks. The targets have a 20% chance of spell failure when casting spells with verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> or using abilities that have audible components (such as some bardic performances). This spell does not hamper the targets’ ability to hear other sounds and provides no protection against <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Language-Dependent">language-dependent</a> or sonic spells and effects.</p>


name: Murderous Command
level: antipaladin 1, cleric/oracle 1, psychic 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charges</a> to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.</p>


name: Murderous Crow (Orc)
level: antipaladin 1, cleric 1, paladin 1, sorcerer/wizard 1, summoner 1, witch 1
school: conjuration (summoning) [see text]
casting_time: 1 round
components: V, S, F (a crow’s feather)
range: medium (100 ft. + 10 ft./level)
effect: one crow
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You conjure a supernaturally vicious and clever crow to watch over you on the battlefield. Choose one of the following templates; the crow has that template and this spell gains the descriptor listed in parentheses: celestial (good), entropic (<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a>), <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish</a> (evil), or resolute (<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a>). In addition to its normal abilities, the crow gains the <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-steal-combat">Improved Steal</a> feat as a bonus feat and gains an eye <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rake-Ex-">rake</a> attack. If both of its claw attacks hit the same living foe in a single round, that foe must succeed at a DC 13 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> as the bird scratches and tears at the foe’s eyes. The blindness lasts for 1d4 days or until healed with remove blindness.</p><p>If the focus leaves your possession, the crow vanishes and the spell ends.</p>


name: Music of the Spheres
level: bard 5, cleric 6
school: conjuration (healing) [sonic]
casting_time: 1 standard action
components: V, S, M (a stick of incense treated with special balms)
range: 20 ft.
area: 20-ft.-radius spherical emanation, centered on you
duration: concentration , up to 1 round per level
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>The music of the spheres is the harmonic constant that plays under and through all of reality. It is this constant song, this otherworldly music, that keeps the laws of reality constant and the connections between the planes of existence strong.</p><p>With this spell, one can amplify the underlying music of the spheres in the spell’s area of effect to infuse yourself and all creatures within 20 feet of you, friend and foe alike. All creatures that begin their turn within the area of this spell’s effect gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> 5, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 10 to all energy types, and a +3 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on all saving throws against <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> and <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>. Any creature that enters the area of effect does not gain the benefits of the music of the spheres until it begins its turn in that area. You must maintain <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> on the amplification of the music or the effects immediately end, but you can move around to prevent enemies from gaining the benefits of this spell.</p>


name: Mutagenic Touch
level: alchemist 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a whole fingernail)
range: touch
target: creature touched
duration: special (see below)
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>When you are under of the effects of your mutagen, you can cast this spell to safely pass it to another creature with a touch. You must make a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> against the target. On a hit, the effect of the mutagen passes to the target touched, though in a lesser form. The mutagen’s effect ends for you, and passes on to the creature touched, but the target only gets half of the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Alchemical-">alchemical bonus</a> to the physical ability modifier you chose when took the mutagen, and twice the penalty to the corresponding mental ability score. If the target’s mental ability score drops below 3, the target is also <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for the remaining duration of the mutagen. The mutagen continues until the duration has ended. It can be ended earlier if the target drinks or is fed the contents of a vial of antitoxin, but with only 50% chance of success.</p><p>You can use this spell on a mutagen with either the greater mutagen or advance mutagen discoveries. When you do, you always pass on half the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Alchemical-">alchemical bonus</a> to physical abilities and twice the penalty to the mental ability score.</p>


name: Mydriatic Spontaneity
level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 4, witch 4
school: evocation [darkness, light]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels) Targets one living creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You overstimulate the target with alternating flashes of light and shadow within its eyes, causing its pupils to rapidly dilate and contract. While under the effects of this spell, the target is racked by splitting headaches and unable to see clearly, becoming <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for the spell’s duration. Each round, the target’s pupils randomly become dilated or contracted for 1 round. During any round that its eyes are dilated, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> if exposed to bright light or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> if exposed to normal light. During any round its eyes are contracted, the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> if exposed to darkness or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> if exposed to dim light. In addition, any creature can attempt a <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> check to avoid detection from the target, even if the creature lacks <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>.</p><div style="margin-left:20px">


name: Naga Shape
level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you want to assume)
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>Whenever you cast this spell, you can assume the form of any type of Large <a href="https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/naga">naga</a> (including most <a href="https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/naga">nagas</a>, but not royal <a href="https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/naga">nagas</a>), though not the form of a specific individual. In effect, you transform into a Large serpent, gaining a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, a –2 penalty to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, and a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-armor-Bonus">natural armor bonus</a>. Unlike with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/beast-shape">beast shape II</a>, however, you keep your own head when using this spell and can cast spells with verbal and somatic <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, even though the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/naga">naga</a> form doesn’t have hands.</p><p>If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>.</p><div style="margin-left:20px">


name: Named Bullet
level: inquisitor 4, ranger 3, sorcerer/wizard 4, witch 4
school: divination
casting_time: 1 standard action
components: V, S, M/DF (an item from the selected creature or creature type)
range: touch
target: one piece of ammunition or one thrown weapon
duration: 10 minutes/level or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You imbue the target with deadly accuracy against a selected creature type (and subtype for <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoids</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>) or a specific creature you know and can name. When used against the selected creature, the ammunition never misfires and is unaffected by <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>), and at a range of 30 feet or less, the attack targets the selected creature’s touch AC. When the target hits the selected creature, you must overcome that creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, or this spell has no effect. A normal hit scored using the target against the selected creature is considered to be a critical threat and deals 1 extra point of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20), which is not multiplied on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>. A natural <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> deals the same extra damage, but that damage is multiplied due to the critical.</p><p>Once the target is used to attack the selected creature, successfully or not, this spell is discharged.</p><a name="greater"></a>


name: Nap Stack
level: cleric/oracle 3
school: necromancy
casting_time: 1 minute
components: V, S, M (a little silk pillow worth 100 gp)
range: 30 ft.
area: 30-ft.-radius emanation
duration: 8 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You reduce the amount of uninterrupted sleep or rest creatures within the spell’s area need in order to recover from injuries, regain spells, or other special abilities to 2 hours instead of the normal eight. In addition, if creatures continue to sleep or rest beyond the initial 2 hours, every additional 2 hours counts as a day of rest for the purpose of recovering <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, ability damage, as well as for enduring diseases, poisons, or other afflictions. This means 8 total hours of sleep counts as 4 days for natural healing and for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> as diseases or similar afflictions run their course. When suffering from diseases, poison, or other afflictions, sleepers experience vivid dreams that help them track their recovery. If things go poorly they can, at any time, wake themselves up in order to seek a better alternative. If awoken or otherwise disturbed during this 8-hour period, creatures may return to sleep but they no longer enjoy the benefits of the accelerated recovery time. Creatures can only enjoy the benefits of this spell once in any 1-week period. </p>


name: Natural Rhythm
level: druid 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a handful of pebbles dropped one by one onto the ground)
range: touch
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You enhance a creature’s ability to harm an opponent based on the number of times it has already injured that opponent with a natural attack. Each time the creature successfully strikes an opponent with a natural attack, the subject gains a cumulative +1 bonus on damage rolls made against that opponent when making natural attacks (maximum +5 bonus). If an attack misses, the bonus to damage for all attacks resets to +0.</p>


name: Nature’s Exile
level: druid 3, witch 3
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. Familiars, being magical beasts, are not affected by this spell, but animal companions are. If you have an animal companion, it does not become hostile, but as long as you remain cursed, your animal companion takes a -2 penalty on all attack rolls, skill checks, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>. The target also takes a -10 penalty on <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> skill checks as the weather and environment themselves seem to conspire to cause trouble.</p><p>Nature’s exile can be removed with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment">break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a>.</p>


name: Nature’s Paths
level: bard 1, druid 1, hunter 1, inquisitor 1, ranger 1, shaman 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a smooth stone)
range: touch
target: one creature
duration: 8 hours (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target instinctively knows the shortest, easiest, and fastest way through the wilderness. For the purpose of determining overland speed, the target treats any trackless terrain as though there were a trail or road, and any terrain with a road or trail as though there were a highway. Up to one creature per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> traveling with the target can also benefit from the effect. The spell functions only outdoors and does not function in magically altered terrain.</p>


name: Nature’s Ravages
level: cleric 4, witch 3
school: necromancy
casting_time: 1 minute/HD of target
components: V, S, M/DF (dried maggots)
range: close (25 ft. + 5 ft./level)
target: corpse of creature whose total number of HD does not exceed your caster level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You greatly speed up the decomposition process of a nearby corpse and warp the fibers of time that permeate it, aging the corpse an additional amount of time equal to up to 1 day per 2 caster levels (maximum 10 days at 20th level). This spell prompts all the natural effects of the intended decomposition period, including crumbled clothing, rotted or liquefied flesh, maggot infestations, and the infiltration of any surrounding vegetation.</p><p>In addition to hindering mundane autopsies and investigations, this spell may effectively prohibit the use of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/r/raise-dead">raise dead</a> on the target, though more powerful magic such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/r/resurrection">resurrection</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/t/true-resurrection">true resurrection</a> may still work.</p><div style="margin-left:40px">


name: Nauseating Dart
level: druid 1, witch 1
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: one poisonous stinger
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: no
description:
<p>You spit a poisonous stinger around the size of a quill at a creature within range, as though you had fired a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-thrown-darts">dart</a> from a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/blowgun">blowgun</a>. You must succeed at a ranged attack to hit your target. The stinger deals 1d2 points of piercing damage and poisons the target, causing it to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1 round unless it succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save.</p>


name: Nauseating Trail
level: alchemist 3, druid 3, magus 3, shaman 3, sorcerer/wizard 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)
target: one willing creature
duration: 1 round/level
saving_throw: none and Fort negates (see text)
spell_resistance: no
description:
<p>The target exudes stinking vapors that fill its space. The vapors do not obscure sight, but it nauseates creatures as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/s/stinking-cloud">stinking cloud</a>. The target is immune to these vapors. These vapors persist as the creature moves, filling every square it passes through until it has filled a number of squares equal to 4 × your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>—if you move through more squares than that, the squares over that amount at not filled with the vapors. Each creature that enters or ends its turn in the area filled with these vapors must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> as long as it remains in the square and for 1d4+1 rounds after it leaves.</p>


name: Necromantic Burden
level: cleric/oracle 2, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 round
components: V, S, M/DF (a handful of knucklebones)
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You make an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature more difficult for necromancers and <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a> to control via effects such as <a href="https://www.d20pfsrd.com/feats/general-feats/command-undead">Command Undead</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/c/control-undead">control undead</a>. If the target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, the target’s effective number of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> is doubled for the purposes of determining whether it remains under the control of another creature. Regardless of the target’s actual <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>, its effective HD cannot exceed twice your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. (For example, a 12th-level <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> could cast this spell to cause an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature with 15 HD to instead effectively have 24 HD for the purpose of controlling it.)</p><p>If the targeted <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> is under the control of another creature and this spell causes the target’s effective <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> to exceed the controller’s maximum capability, the target creature is immediately freed from control. Any creature capable of controlling <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> may attempt to control the target, provided the target’s effective HD won’t cause the would-be controller to exceed its HD limit. The target’s former controller can attempt to regain control over the target by relinquishing command over other creatures until its HD limit is no longer exceeded (or the former controller can wait until the spell’s duration expires to attempt this at the target’s normal HD).</p>


name: Necrostasis
level: cleric 2, inquisitor 2, shaman 2, sorcerer/wizard 3, spiritualist 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (a finger bone)
range: close (25 ft. + 5 ft./2 levels)
target: one undead creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You drain necromantic energy from an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature, inducing a sluggish stupor. The target becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>. For the duration of the spell, dark wisps of energy seep out of the target creature.</p><p>If the target already has the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition (as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> does), it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> for 1 round instead.</p>


name: Negate Aroma
level: alchemist 1, druid 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a pinch of alum)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>With a gesture, this spell allows you to dismiss even the foulest or most distinctive scents. When cast, the targeted creatures or objects lose all natural and unnatural odors. A creature under the effect of <i>negate aroma</i> cannot be tracked, located, or pinpointed by the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> special quality. In addition, this spell prevents the target creature from using the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Stench-Ex-">stench</a> special ability and similar odor-based abilities (such as those possessed by <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/troglodyte">troglodytes</a>).</p><p><i>Negate aroma</i> does not prevent the target from acquiring outside smells or odors. Dowsing the creature with a pungent substance effectively negates the benefits of the spell until the substance is neutralized or washed away.</p>


name: Negative Reaction
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
school: illusion (glamer)
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target’s actions and words fail to impress. The target of this spell takes a –10 penalty on any <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 as well as any <a href="https://www.d20pfsrd.com/gamemastering/other-rules/performance-combat/">performance combat checks</a> it attempts.</p>


name: Nereid’s Grace
level: druid 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>You radiate the unearthly grace of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/fey/nereid">nereid</a>. If you’re not wearing armor, you gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to your AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus (maximum +3). The maximum increases by 1 for every 6 levels you possess (maximum +6 at 18th level).</p>


name: Neutral Buoyancy
school: evocation
casting_time: 1 standard action
components: V, S, M (a bag of air), DF
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: yes
level:
alchemist 2, bard 2, druid 2, hunter 2, investigator 2, medium 2, occultist 2, psychic 2, ranger 2, shaman 2

description:
<p>The target’s buoyancy becomes and stays neutral, regardless of how dense the target and its gear are. Among other effects, the target neither sinks nor rises when it doesn’t attempt a <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> check, making it easier to stay put while performing demanding actions or when <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Disabled">disabled</a>, and the target can swim up and down with equal ease.</p>


name: Neutralize Poison
level: alchemist 4, bard 4, cleric/oracle 4, druid 3, inquisitor 4, paladin 4, ranger 3, shaman 4, witch 4
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M/DF (charcoal)
range: touch
target: creature or object of up to 1 cu. ft./level touched
duration: instantaneous or 10 min./level; see text
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You detoxify any sort of venom in the creature or object touched. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.</p><p>This spell can instead neutralize the poison in a poisonous creature or object for 10 minutes per level, at the caster’s option. If cast on a creature, the creature receives a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to negate the effect.</p><div style="margin-left: 20px">


name: Night Blindness
school: necromancy [curse]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 day/level (D)
saving_throw: Will negates (harmless)
spell_resistance: no
level:
antipaladin 1, bard 1, bloodrager 1, cleric 2, mesmerist 1, psychic 1, shaman 2, sorcerer/wizard 1, spiritualist 2, witch 1

description:
<p>Your target’s vision becomes impaired as if the light level were one step lower, treating bright light as normal light, normal light as dim light, and dim light as darkness. In addition, the subject gains no benefit from <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, or the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-See-in-Darkness-Su-">see in darkness</a> ability. The subject gains a +4 bonus on saving throws to resist the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> condition caused by bright light (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/f/flare">flare</a>). Remove <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/b/blindness-deafness">blindness/deafness</a> dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/night-blindness">night blindness</a>.</p>


name: Night Terrors
level: bard 6, mesmerist 6, psychic 6, sorcerer/wizard 6, witch 6
school: illusion (phantasm)) [emotion, evil, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a drop of black ink )
range: touch
target: intelligent creature touched
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target of this spell gains no benefit from normal or magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/s/sleep">sleep</a>, writhing in a series of nightmares that torture its psyche and diminish its ability to perform strenuous tasks. The target doesn’t heal ability or hit point damage naturally and can’t prepare spells or regain spell slots. After one night of poor sleep, the target is <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 it was <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> before trying to rest). A creature affected by this spell doesn’t recover from the <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> condition inflicted by this spell after resting, nor do spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/r/restoration">lesser restoration</a> provide any respite. Each restless night, the target takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>, which also can’t be recovered by magic while night terrors is active.</p><p>The images from previous nightmares continue to haunt the target’s mind while awake. If the target has rested at least once while affected by night terrors and then becomes subjected to a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> condition, the target experiences the next higher level of fear than it would normally. However, per the alternate rules for <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a>, this spell cannot cause a lesser state of fear to become a greater one. If the effect causing the fear condition doesn’t usually stack with other fear effects, the target’s level of fear does not increase. This aspect of the spell is a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect.</p><p>The affected creature can attempt a new saving throw once per day to end night terrors, but multiple attempts to rest in a given day do not afford the target multiple saves. A creature that successfully saves against night terrors ends the spell and rests normally that night but gains the benefits of only that night’s rest, not any benefits missed on previous nights.</p><p>If your campaign uses <a href="https://www.d20pfsrd.com/gamemastering/other-rules/sanity">the sanity rules</a>, the target takes 1d8 points of sanity damage instead of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>.</p>


name: Night of Blades
level: antipaladin 4, inquisitor 3, ranger 4, sorcerer/wizard 3, summoner 3
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: wall of blades up to 10 ft. long/level and 10 ft. tall
duration: 1 minute/level (D)
saving_throw: Reflex half
spell_resistance: yes
description:
<p>Useful primarily to those who skulk in the darkness, this spell is a temporary trap for the unwary. You create an immobile wall of tiny black blades that whirl and tear into creatures like a cyclone. Anyone who enters this space takes 1d4 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d4), though a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves the damage. The spell cannot be cast so that it appears in a space already occupied by Small or larger creatures.</p>


name: Nightmare
level: alchemist 5, bard 5, sorcerer/wizard 5
school: illusion (phantasm) [mind-affecting, evil]
casting_time: 10 minutes
components: V, S
range: unlimited
target: one living creature
duration: instantaneous
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.</p><p>The <i>nightmare</i> prevents restful sleep and causes 1d10 points of damage. The <i>nightmare</i> leaves the subject <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> and unable to regain arcane spells for the next 24 hours.</p><p>The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Knowledge</th>
<th class="text">Will Save Modifier</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">None*</td>
<td class="number">+10</td>
</tr>
<tr>
<td class="text">Secondhand (you have heard of the subject)</td>
<td class="number">+5</td>
</tr>
<tr>
<td class="text">Firsthand (you have met the subject)</td>
<td class="number">+0</td>
</tr>
<tr>
<td class="text">Familiar (you know the subject well)</td>
<td class="number">-5</td>
</tr>
<tr>
<th class="text">Connection</th>
<th class="text">Will Save Modifier</th>
</tr>
</tbody><tbody>
<tr>
<td class="text">Likeness or picture</td>
<td class="number">-2</td>
</tr>
<tr>
<td class="text">Possession or garment</td>
<td class="number">-4</td>
</tr>
<tr>
<td class="text">Body part, lock of hair, bit of nail, etc.</td>
<td class="number">-10</td>
</tr>
</tbody>
</table><p class="source">*You must have some sort of connection to a creature of which you have no knowledge.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-evil">Dispel evil</a> cast on the subject while you are casting the spell dispels the <i>nightmare</i> and causes you to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 10 minutes per caster level of the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-evil">dispel evil</a>.</p><p>If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.</p><p>If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.</p><p>You are defenseless, both physically and mentally, while in the trance. (You always fail <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throws, for example.)</p><p>Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.</p>


name: Nine Lives
level: cleric 8, witch 8
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a cat’s whisker)
range: touch
target: one creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Despite its name, this powerful ward does not grant the target multiple lives, but rather gives the target the ability to get out of trouble and relieves harmful effects and conditions. For the spell’s duration, the target can use any of the following abilities as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, but only up to a total of nine times, at which point the spell ends. </p><p style="margin-left:40px"> <i>Cat’s Luck</i>: The target can use this ability when it fails a saving throw. The target can reroll the failed saving throw, but must take the new result even if it is worse.</p><p style="margin-left:40px"><i>Fortitude</i>: The target uses this ability when a <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 scored against it. 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 the damage is instead rolled normally.</p><p style="margin-left:40px"><i>Rejuvenate</i>: The target uses this ability when it is reduced to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. The target is instantly healed 3d6 points of damage. If enough <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> are regained to bring the target to positive <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, it does not fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>. If it is not enough to leave the target with positive <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, the target automatically stabilizes. Both of these effects work even if the damage was originally enough to kill the target.</p><p style="margin-left:40px"><i>Shake Off</i>: The target uses this ability when it is under the effects of any of the following conditions: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Cowering">cowering</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Exhausted">exhausted</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</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-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>. Using this ability ends one of those conditions.</p><p style="margin-left:40px"><i>Shimmy Out</i>: The target uses this ability when it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pinned</a>. The target automatically escapes the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> as if it had succeeded at an <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check to escape the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>.</p><p style="margin-left:40px"><i>Stay Up</i>: The target uses this ability when it is <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">tripped</a> or otherwise knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. The target steadies itself and stays upright.</p>


name: Nixie’s Lure
level: bard 3, druid 4, mesmerist 3, psychic 3, sorcerer/wizard 3, summoner 4, witch 4
school: enchantment (charm) [mind-affecting, sonic]
casting_time: 1 standard action
components: V, S
range: 300 ft.
target: all creatures within a 300-ft.-radius burst centered on you
duration: concentration + 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell creates an unearthly and infectious song that seductively summons all who hear it. <i>Nixie’s lure</i> affects a maximum of 24 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> of creatures. Creatures in the area who fail their saves are lured by the song and move toward you using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, the creatures each receive a second saving throw to end the effect before moving into peril. Creatures lured by the spell’s song can take no actions other than to defend themselves. A victim within 5 feet of you simply stands still and for the duration of the spell remains <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a>.</p>


name: Node of Blasting
level: medium 3, mesmerist 3, occultist 2, psychic 3
school: abjuration [mind-affecting]
casting_time: 1 standard action
components: V
range: touch
target: one touched object weighing no more than 10 lbs.
duration: permanent until discharged (D)
saving_throw: Will partial; see text
spell_resistance: no
description:
<p>You imbue an object with psychic energy. The <em>node of blasting</em> unleashes a mental blast when a creature with a mind touches the object, dealing 6d6 points of damage to the creature touching the object and causing the creature to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 minute. A successful saving throw halves the damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition.</p><p>Magic traps such as <em>node of blasting</em> are hard to detect and disable. A character with the <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Trapfinding">trapfinding</a> class feature can use <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> to thwart <em>node of blasting</em>. The DCs to find a <em>node of blasting</em> using <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> and to disable it using <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> are both equal to 25 + the spell’s level. Additionally, a creature with the <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-rules/occult-skill-unlocks/#Read_Aura_Perception">read aura</a> <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-rules/occult-skill-unlocks/">occult skill unlock</a> can attempt the same <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check to notice a <em>node of blasting</em>.</p>


name: Nondetection
school: abjuration
casting_time: 1 standard action
components: V, S, M (diamond dust worth 50 gp)
range: touch
target: creature or object touched
duration: 1 hour/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
level:
alchemist 3, antipaladin 3, inquisitor 3, medium 2, mesmerist 3, occultist 3, psychic 3, ranger 4, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3

description:
<p>The warded creature or object becomes difficult to detect by divination spells such as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/clairaudience-clairvoyance/">clairaudience/clairvoyance</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/locate-object/">locate object</a></i>, and <i>detect</i> spells. <i>Nondetection</i> also prevents location by such magic items as <i>crystal ball</i>s. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast <i>nondetection</i>. If you cast <i>nondetection</i> on yourself or on an item currently in your possession, the DC is 15 + your caster level.</p><p>If cast on a creature, <i>nondetection</i> wards the creature’s gear as well as the creature itself.</p><div style="margin-left: 40px">


name: Numerological Resistance
level: cleric 3, sorcerer/wizard 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: see text
duration: see text
saving_throw: none
spell_resistance: no
description:
<p><i>Numerological resistance</i> allows numerologists to use the Path of Numbers to grant their allies resilience in the face of elemental dangers. Roll 5d8; this is your <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Dice">dice</a> pool. You will use each die in the pool exactly once to customize <i>numerological resistance</i>.</p><p>Choose one of the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Dice">dice</a>, and match its result to the appropriate value in the first column of the Eight Basic Energies table to determine the type of energy to which <i>numerological resistance</i> grants resistance. Next, allocate one of the dice to represent the number of creatures you can affect with <i>numerological resistance</i> (including yourself). All of these creatures must be within the spell’s range. Then allocate one of the dice to represent the number of rounds <i>numerological resistance</i> lasts. Finally, sum the remaining two dice. This is the number of points of resistance that <i>numerological resistance</i> grants.</p><h3>The Path of Numbers</h3><p>The Path of Numbers is a system of numerology that describes eight basic energies. Any of these types of energy can interact at any time, producing 64 possible combinations. It is believed that those 64 combinations are sufficient to describe the basis of every interaction in the cosmos. No matter the plane, creature, or time in question, every event in the multiverse is based on one of those 64 templates. In short, the Path of Numbers is a periodic table of energetic elements.</p>


name: Oasis
level: cleric 6, druid 5, sorcerer/wizard 6
school: transmutation
casting_time: 30 minutes
components: V, S, M/DF (1 gallon of water)
range: close (25 ft. + 5 ft./2 levels)
effect: water source similar to a natural spring
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell functions in any natural terrain on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>. It redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring discharges 5 gallons of pure drinking water per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> each hour.</p><p>If the shape of the terrain is suitable, a pond forms around the spring. If there is already a natural spring within 1 mile, its water output is reduced by an amount equal to the water produced by this spell’s spring. A spring that has its water output reduced to 0 gallons per hour dries up and ceases to be a spring.</p><p>This spell functions differently depending on the terrain in which it’s cast. In a desert, you must succeed at a DC 25 <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check to actually create the spring, and its output is 1 gallon of drinking water per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> each day.</p><p>Furthermore, in dry areas, erosion may cause the flow of water to be blocked if the affected area is left untended before a sufficient amount of vegetation has grown around it to keep the soil in place. In an arctic environment, low temperatures may cause the water to freeze. In a tropical environment, parasites may contaminate the water if the spring is created in a place where the water stands in a stagnant pool.</p>


name: Oath of Anonymity
level: bard 0, inquisitor 0, medium 0, paladin 1, sorcerer/wizard 0
school: illusion (glamer)
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 10 minutes/level
description:
<p>You swear an oath not to reveal your identity, magically preventing anyone from discovering it so long as you avoid revealing your face or other easily identifiable features. The spell distorts your voice and subtly alters your body language and the appearance of your gear and any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> you use, whether as companions, mounts, or otherwise. This spell does not make you appear to be a different creature type, nor does it change your apparent height or body type.</p><p>This spell provides you with a +10 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks to conceal your identity, but not on checks to impersonate anyone in particular. This spell distorts the appearance of your voice, gear, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> in the same way each time, essentially creating an alternate persona that can be recognized by those who have observed it before.</p>


name: Oath of Justice
level: cleric/oracle 3, paladin 2 (Kols)
school: necromancy
casting_time: 1 standard action
components: V, S, DF
range: touch
target: two creatures touched
duration: permanent (see text)
saving_throw: none
spell_resistance: no
description:
<p>This spell seals a solemn vow between two creatures. When this spell is cast, the targets must clasp hands and swear their oath in Kols’s name. The spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mark-of-justice">mark of justice</a>, except as noted above and rather than being cursed, the oath-breaker gains a mark on the face indicating to all dwarves who see it that the target has broken a sacred oath, which gives the oath-breaker a –4 penalty to influence dwarves. The mark can be removed as described in the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mark-of-justice">mark of justice</a> spell, or the other target can forgive the oath- breaker, which causes the mark to vanish.</p>


name: Oath of Peace
level: paladin 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 round/level
description:
<p>Entreating your deity for aid, you make a temporary oath of peace, granting you superior defenses but means you can’t attack for the duration of the oath. For as long as you are subject to this spell, you gain a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> and on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>, as well as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 10/<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a>. If you make a direct or indirect attack or any show any hostility toward any creature, the spell immediately ends. </p>


name: Object Possession, Lesser
level: medium 2, mesmerist 3, occultist 2, psychic 3, sorcerer/wizard 4, spiritualist 3, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: unattended Tiny or Small object
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: No
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/possession/"><i>possession</i></a>, except you possess an object instead of a creature.</p><p>A possessed object becomes capable of animation, gaining the statistics of an <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object">animated object</a> of its size (including 1 construction point worth of abilities). You can’t use any spells or other abilities while possessing an object.</p><p>A spiritual tether connects your body to the possessed object, in a manner similar to a silver cord. If the possessed object and your body are ever farther than close range (25 ft. + 5 ft./2 levels) from one another, this tether breaks, returning your consciousness to your body.</p><div style="margin-left: 20px">


name: Object Reading
level: medium 1, mesmerist 2, occultist 1, psychic 2, spiritualist 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: one touched object
duration: concentration , up to 1 round per level (D)
saving_throw: none
spell_resistance: no
description:
<p>You read the psychic impressions left upon an object by emotionally or psychically charged events in the item’s history, or the information imprinted by the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a> object or implant false reading spells. This spell returns the same information as the psychometry occult skill unlock, but gives 1 piece of information when cast and requires 1 round of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> per additional piece of information instead of 1 minute. You must still attempt an <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a> check to see how much information you gain. You gain a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on the check.</p>


name: Obscure Object
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (chameleon skin)
range: touch
target: one object touched of up to 100 lbs./level
duration: 8 hours (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
bard 1, cleric/oracle 3, inquisitor 3, mesmerist 1, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 3

description:
<p>This spell hides an object from location by <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> (scrying) effects, such as the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scrying/">scrying</a></i> spell or a <a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/crystal-ball/"><i>crystal ball</i></a>. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).</p>


name: Obscure Poison
school: abjuration
casting_time: 1 standard action
components: S, M (herbs used in antitoxins worth 10 gp)
range: touch
target: one dose of poison or one venomous creature touched
duration: 1 hour/level
saving_throw: none
spell_resistance: no
level:
alchemist 1, antipaladin 1, bard 1, cleric 1, druid 1, mesmerist 1, shaman 1, sorcerer/wizard 1, witch 1

description:
<p>You make the touched <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> difficult to detect or identify. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-poison">Detect poison</a> and similar effects detect an obscured <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> only with a successful <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against a DC equal to 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (rolled secretly by the GM). Even if the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> is detected, the DC of <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> (alchemy) or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> checks to identify the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> is increased by 10.</p><p>If cast upon a venomous creature, obscure <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> disguises all of the creature’s natural poisons in the same way.</p>


name: Obscured Script
level: bard 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: illusion (phantasm))
casting_time: 1 standard action
components: V, S, M (a scrap of paper bearing a simple sentence written in at least five languages)
range: touch
duration: 24 hours (D)
saving_throw: none; see text
spell_resistance: no
target:
one touched page, scroll , inscription, book, or other document no more than 3 feet in any dimension

description:
<p>You create a latent illusion that clouds the judgment and reading ability of any creature that examines a targeted text. While casting the spell, you can designate up to one creature other than yourself per level to be immune to the effects. All other creatures that read the text must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or find it difficult to properly parse and decipher the contents. This increases the DC of <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> checks to decipher the text by an amount equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10), and it increases the DC of the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> check to avoid drawing a false conclusion by an equal amount. Unaffected creatures gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10) on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks to deceive affected creatures about the text’s contents. The spell obscures any magical glyphs, runes, or symbols within the text, increasing the <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC to find such traps by an amount equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +5). Obscured script can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell by a caster of 10th level or higher for the cost of 5,000 gp.</p>


name: Obscuring Mist
level: cleric/oracle 1, druid 1, magus 1, shaman 1, sorcerer/wizard 1, unchained summoner 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: 20 ft.
effect: cloud spreads in 20-ft. radius from you, 20 ft. high
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>A misty vapor arises around you. It is stationary. The vapor 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 concealment (50% miss chance, and the attacker cannot use sight to locate the target).</p><p>A moderate wind (11+ mph), such as from a <i>gust of wind</i> spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/f/fireball">fireball</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/f/flame-strike">flame strike</a>, or similar spell burns away the fog in the explosive or fiery spell’s area. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/w/wall-of-fire">wall of fire</a> burns away the fog in the area into which it deals damage.</p><p>This spell does not function underwater.</p>


name: Obsidian Flow
level: druid 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: transmutation [earth, fire]
casting_time: 1 standard action
components: V, S, M/DF (a small piece of obsidian)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius burst
duration: instantaneous
saving_throw: Reflex partial, see text
spell_resistance: no
description:
<p>You convert a thin layer of the ground to molten glass that cools quickly. Creatures in the area take 1d6 points of fire damage per two caster levels (maximum of 10d6) and become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>. Any creature within the area that makes a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save takes half damage and is not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>. An <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> creature can attempt to free itself by spending a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to attempt a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check or <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check (the DC equals the spell’s saving throw DC).</p><p>The ground is covered with slippery expanses and sharp shards of obsidian. The area of effect is difficult terrain, and the DC of <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks within the area of effect increases by 5. A successful DC 15 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check is required to run or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a> across the area. A creature that falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> in the area takes 1d6 points of damage from sharp obsidian.</p>


name: Old Salt’s Curse
level: druid 5, witch 5
school: necromancy [curse]
casting_time: 1 standard action
components: V, S, M (a flask of seawater)
range: touch
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You inflict a curse of the roiling sea upon the target, making it permanently <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. Anytime the target is on or in the water more than a mile from shore, it also becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> with seasickness. This curse cannot be dispelled, though <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/r/remove-curse">remove curse</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/b/break-enchantment">break enchantment</a> can negate it. </p>


name: Oneiric Horror
level: bard 2, medium 1, mesmerist 2, psychic 2, sorcerer/wizard 3
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause the subject to believe it is being attacked by a creature out of its <a href="https://www.d20pfsrd.com/classes/base-classes/witch#hex-nightmares">nightmares</a>. Each round, the subject makes a full-attack action against the creature. A flying creature can still attempt a <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> check to hover. Each round on its turn after making a full attack against the imaginary creature, the subject can attempt a new saving throw to end the effect. The subject is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> for 1 minute after the spell ends.</p><div style="margin-left:20px">


name: Ooze Form
level: alchemist 5, magus 5, sorcerer/wizard 5
school: transmutation (polymorph)
casting_time: 1 standard action
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>You assume the form of a Small or Medium <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze</a>. Regardless of the type of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze</a> you transform into, you gain base speed 10 feet, climb speed 10 feet, swim speed 20 feet, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a> 30 feet. You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saving throws against <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects and <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>. A wood or metal weapon that strikes you takes acid damage as if from your slam unless the wielder succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw.</p><p style="padding-left: 30px"><b>Small Ooze</b>: If you assume this form, you gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score, a slam attack (1d3 plus 1d3 acid), and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Constrict-Ex-">constrict</a> (1d3), and take, a –4 penalty to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> score.</p><p style="padding-left: 30px"><b>Medium Ooze</b>: If you assume this form, you gain a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score, a –6 penalty to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> score, a slam attack (1d4 plus 1d4 acid), and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Constrict-Ex-">constrict</a> (1d4).</p><div style="margin-left: 20px">


name: Open Arms
level: sorcerer/wizard 5
school: transmutation
casting_time: 1 immediate action
components: V, S, F (a magical or masterwork melee weapon)
range: touch
target: melee weapon touched
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>You cast this spell in response to a specific cavalier’s challenge, <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">inquisitor’s judgment</a>, or <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite</a> (such as 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 evil</a>) declared against you by an enemy creature. It can also be cast if a creature uses a spell that causes you to qualify as the creature’s <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a> when you normally wouldn’t, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/i/instant-enemy">instant enemy</a>.</p><p>You imbue your weapon with a powerful ability to ward off attacks made against you by the creature that challenged you.</p><p>You gain a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> to your AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against the attacks of the initiating creature as long as you hold the weapon.</p><p>If you release the weapon for any reason, the spell ends. You can cast this spell only in response to one of the conditions listed above. The spell fails if you attempt to cast it when you were not subject to a challenge or similar effect since your last turn.</p>


name: Open Book
level: antipaladin 2, bard 2, inquisitor 2, mesmerist 2, psychic 2, sorcerer/wizard 3, witch 3
school: divination [curse]
casting_time: 1 standard action
components: V, S, M (a page torn from a book)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You lay bare not only the mind of a target, but the target’s history as well. The target takes a –2 penalty on saving throws against divinations, and <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks to gather information about the target gain a bonus equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10).</p>


name: Open and Shut
level: bard 1, inquisitor 1, sorcerer/wizard 1, witch 1
school: illusion (glamer)
casting_time: 1 swift action
components: V, S, F (a doornail, doorknob, or hinge)
range: touch
target: one door, window, or similar portal no more than 10 feet by 10 feet in area
duration: 1 round/level (D)
saving_throw: Will disbelief
spell_resistance: no
description:
<p>You alter the appearance of a door and disguise whether it is open or closed. You can cause the touched door to appear closed regardless of whether it is open or closed, to appear open regardless of whether it is open or closed, or to appear to open or close. After you cast the spell, you can change between these options as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. Creatures using a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to open or shut the door can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the illusion.</p><p>Regardless of how you alter the appearance of the door, creatures that believe the illusion take a –5 penalty on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks regarding the door itself or creatures on the other side of the door.</p><p>This spell affects windows, gates, and similar openings in the same way it affects doors.</p>


name: Open-Close
level: bard 0, magus 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0
school: transmutation
casting_time: 1 standard action
components: V, S, F (a brass key)
range: close (25 ft. + 5 ft./2 levels)
target: object weighing up to 30 lbs. or portal that can be opened or closed
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.</p>


name: Opportunistic Loyalty
level: antipaladin 1, cleric 1, inquisitor 1, mesmerist 1, psychic 1, witch 1
school: enchantment (compulsion)
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
spell_resistance: yes
description:
<p>Cast this spell when a creature within range casts a spell that provides an effect for its allies (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bless">bless</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/prayer">prayer</a>). You are considered an ally of the caster for the purposes of that spell. Although you are momentarily considered an ally, the caster need not target you if the spell requires that the caster select one or more allies to be affected by the spell (as does <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/haste">haste</a>). This spell does not allow a target spell to affect more creatures than described in its target entry. If this spell would raise the total number of affected targets above that allowed by the target spell, opportunistic loyalty has no effect.</p>


name: Oppressive Boredom
level: bard 2, medium 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level or until broken (see text)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You fill your target with boredom. The target loses all interest in its current task and must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save against the spell’s effect in order to perform its next action. If the target fails, it takes no action that round. The boredom lasts until the duration expires or the target breaks the spell’s effect with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p>


name: Oracle’s Burden
level: oracle 2
school: necromancy [curse]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You entreat the forces of fate to bestow your <a href="https://www.d20pfsrd.com/classes/base-classes/oracle#TOC-Oracle-s-Curse-Ex-">oracle’s curse</a> upon another creature. The target creature suffers all the hindrances and none of the benefits of your <a href="https://www.d20pfsrd.com/classes/base-classes/oracle#TOC-Oracle-s-Curse-Ex-">oracle’s curse</a> class feature. You still suffer all effects of your <a href="https://www.d20pfsrd.com/classes/base-classes/oracle#TOC-Oracle-s-Curse-Ex-">oracle’s curse</a>.</p><p>If you do not have the <a href="https://www.d20pfsrd.com/classes/base-classes/oracle#TOC-Oracle-s-Curse-Ex-">oracle’s curse</a> class feature, this spell has no effect.</p>


name: Oracle’s Vessel
level: oracle 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target gains all the benefits of your <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracle’s</a> curse, with none of the penalties. In some cases, this has no effect (for example, a <a href="https://www.d20pfsrd.com/classes/core-classes/fighter">fighter</a> with your haunted curse can’t cast spells and doesn’t gain any benefit from having additional spells known).</p>


name: Orb of the Void
level: cleric/oracle 8, sorcerer/wizard 8
school: necromancy
casting_time: 1 standard action
components: V, S, M (a black gemstone of any kind worth 50 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: 1-ft.-diameter sphere
duration: 1 round/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You create a small weightless sphere of pure negative energy. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can move it up to 30 feet per round in any direction. If it enters a space with a living creature, it stops moving for the round and that creature gains one <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> negates). Any creature passing through or ending its turn in the space occupied by the sphere gains one <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> negates). Twenty-four hours after gaining a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> from the sphere, the subject must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> (the DC of this save is equal to the DC of this spell) for each <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a>. If the save succeeds, that <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> is removed. If it fails, that <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> becomes permanent.</p><p>If more than one orb (from different castings of the spell) enters the same space, the orbs automatically fuse together. The resulting orb uses the higher of the two orbs’ DCs as its DC and whichever duration has more time left. If the orbs are from different casters, each must make an opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> check to move the sphere.</p><p>An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature that passes through or ends its turn in the space occupied by the orb gains 2d4 × 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> for 1 hour.</p>


name: Orchid’s Drop
level: alchemist 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a much-diluted drop of sun orchid nectar worth 500 gp)
range: personal
target: you
duration: 1 hour/level
description:
<p>This extract, distilled from a much-diluted drop of the nectar of a sun orchid flower, can transform an <a href="https://www.d20pfsrd.com/classes/base-classes/alchemist">alchemist’s</a> mutagen into a potent healing tonic.</p><p>As long as you’re under the effects of <i>orchid’s drop</i>, drinking a dose of your mutagen heals you of 2d10 points of damage. For the spell’s duration, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Alchemical-">alchemical bonus</a> on all saving throws.</p>


name: Order’s Wrath
level: cleric/oracle 4, inquisitor 4
school: evocation [lawful]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: non-lawful creatures within a burst that fills a 30-ft. cube
duration: instantaneous (1 round); see text
saving_throw: Will partial; see text
spell_resistance: yes
description:
<p>You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.</p><p>The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>) and causes them to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</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-Dazed">daze</a> effect.</p><p>The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a>. They can reduce the damage in half again (down to one-quarter of the roll) with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p>


name: Out of Sight
level: medium 3, mesmerist 3, psychic 4
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a strip of black cloth)
range: personal
target: you
duration: 1 minute/level (D); see text
saving_throw: Will negates; see text
spell_resistance: yes; see text
description:
<p>The spell inhibits the memories of creatures that perceive you. While creatures can perceive you normally, when a creature stops observing you, it must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save (spell resistance applies). If it fails, it loses all memory of its awareness of you and your actions while you were under the effects of this spell. The spell’s duration listed above measures how long the out of sight effect lasts on you, but the memory alteration is instantaneous and can be reversed only by magic such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/m/modify-memory">modify memory</a>.</p><p>The creature is still aware of any other changes to itself or its environment. For instance, a guard will remember running, and may notice a newly unlocked door, but will not remember that he was chasing after you.</p>


name: Outbreak
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft. burst
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
level:
antipaladin 2, arcanist 3, bloodrager 3, cleric/oracle 2, druid 2, hunter 2, sorcerer/wizard 3, warpriest 2

description:
<p>You cause any diseased creatures in the area to become extremely contagious. Any affected creature is overcome by a fit of wracking coughs, causing it to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> and exposing any creatures within 10 feet of the diseased creature to the diseases it carries. On a successful save, a creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> for 1 round and doesn’t have a chance to infect nearby creatures.</p>


name: Overland Flight
level: alchemist 5, magus 5, shaman 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
description:
<p>This spell functions like a <a href="https://www.d20pfsrd.com/magic/all-spells/o/f/fly" style="font-style: italic">fly</a> spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with a bonus on <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> skill checks equal to half your caster level. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).</p><p>See <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Falling">Falling Damage</a> if something bad happens!</p><div class="ed-note-outer">
<p class="ed-note-header">Editor’s Note</p>
<div class="ed-note-txt">
<p style="font-weight: bold">When a character or creature is flying, and that creature decides to ascend at a 45 degree angle, the rules states that it moves at half speed? Do the rules for diagonal square counting still apply when moving up diagonally in this way?</p>
<p>No. Since the game is generally assumed to be played in two dimensions, even when representing three dimensional combat, the rules for ascending are handled by the speed reduction instead of asking players and GMs to ascertain the diagonal vertical movement.</p>
<p class="source">[<a href="http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9o76" rel="nofollow noopener" target="_blank">Source</a>]</p>
</div>
</div>


name: Overlook
level: bard 3, mesmerist 3, psychic 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>You enhance your natural ability to seem small and unimportant, causing those around you to overlook you. You gain a +20 bonus on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks, which doesn’t stack with bonuses from effects that actually make you sneakier, such as <a href="https://www.d20pfsrd.com/magic/all-spells/o/i/invisibility" style="font-style: italic">invisibility</a> or respectful quiet (see below); you do not need <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> to hide; and you can hide while you are being observed. If a creature fails to notice you because of this spell, that creature can still remember seeing a <a href="https://www.d20pfsrd.com/races/core-races/halfling">halfling</a> pass by, but attach no importance to the memory. You do not gain these benefits against creatures that are immune to compulsions or <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects, and spell resistance applies. If you take an actively aggressive or extremely conspicuous action, creatures automatically notice you, and you gain no further benefits against those creatures for the remainder of the spell’s duration.</p>


name: Overstimulate
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF ( smelling salts )
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, bard 2, bloodrager 2, cleric 2, druid 2, psychic 2, ranger 2, shaman 2, summoner 2, witch 2

description:
<p>You deprive a creature of the blissful oblivion of unconsciousness, either to keep it going despite grievous injuries or to prolong its suffering. For the duration of the spell, the target gains the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ferocity-Ex-">ferocity</a> ability, allowing it to remain conscious and continue fighting even if its hit point total is below 0. The target is still <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> and loses 1 hit point each round, and the target still dies when its hit point total reaches a negative amount equal to its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score.</p>


name: Overwhelming Grief
level: bard 3, sorcerer/wizard 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You cause a single opponent to become profoundly stricken with intense grief. He can take no actions, takes a –2 penalty to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a>, and loses his <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus (if any). He can attempt a new save each round to break the spell’s effect.</p>


name: Overwhelming Poison
level: antipaladin 4, cleric 6, druid 6, ranger 4, shaman 6, witch 6
school: necromancy [poison]
casting_time: 1 standard action
components: V, S, M (an adder’s fang)
range: close (25 ft. + 5 ft./2 levels)
target: one creature or one dose of poison ; see text
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
<p>This spell increases the virulence of the targeted dose of <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, making the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> more difficult to resist. The <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> is unaffected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/delay-poison">delay poison</a>, and the DC to remove it with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/n/neutralize-poison">neutralize poison</a> is increased by 5. Additionally, the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> uses its own saving throw DC or overwhelming <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison’s</a> DC, whichever is higher.</p><p>If cast on a creature that is currently suffering from exposure to one or more doses of <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, the spell applies to one of the doses of your choice, or a random dose of <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> affecting the target if you don’t know what poisons are afflicting the target.</p><p>If cast on a creature that is venomous, this spell affects the first dose of <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> that creature delivers before the end of the spell’s duration.</p>


name: Overwhelming Presence
level: bard 6, cleric/oracle 9, inquisitor 6, sorcerer/wizard 9
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a swan feather)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates, see text
spell_resistance: yes
description:
<p>Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. A flying creature incapable of hovering must land immediately in order to prostrate itself. These creatures are considered to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> for the duration of the spell. Each round on its turn, a target of this spell may attempt a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> to end the effect; this is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> that does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. A creature that recovers from this spell early after being affected by it for at least 1 round takes 1d6 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Wisdom drain</a> and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1d4 rounds. A creature that makes the initial save to resist this spell is merely <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round.</p>


name: Owl’s Wisdom
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (feathers or droppings from an owl)
range: touch
target: creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes
level:
alchemist 2, cleric/oracle 2, druid 2, medium 2, paladin 2, psychic 2, ranger 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2

description:
<p>The transmuted creature becomes wiser. The spell grants a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, adding the usual benefit to Wisdom-related skills. <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">Clerics</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a>, and <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">rangers</a> (and other Wisdom-based spellcasters) who receive <i>owl’s wisdom</i> do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.</p>


name: Pack Empathy
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: you plus one willing living creature per 3 levels, no two of which can be more than 30 ft. apart
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
level:
bloodrager 3, druid 3, inquisitor 3, medium 2, ranger 2, sorcerer/wizard 3, spiritualist 3, summoner 3, witch 3

description:
<p>You create an instinctual connection between the targets. Each can sense the others’ overall emotional states, which allows them to communicate basic emotional concepts (such as alerting each other of danger due to increased stress). Once the spell has been cast on the subjects, the distance between them and the caster doesn’t 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: Page-Bound Epiphany
level: bard 2, cleric 2, magus 2, sorcerer/wizard 2
school: divination
casting_time: 1 round
components: V, S, F (a book with blank pages)
range: personal
duration: 1 round/level (see text)
saving_throw: none
spell_resistance: no
description:
<p>You magically scour the world’s libraries for information that might refresh your memory about a topic. Upon casting this spell, the focus book’s pages fill with snippets and selections from countless books. You can spend up to 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10) reading these notes. You may cease reading at any time, and when you do you can immediately attempt one <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check with a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> for each round you spent studying the book (maximum +10). The writing disappears when the spell ends, and if you fail to succeed at a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check on the round you stop reading the notes, you don’t gain the benefits of this spell.</p>


name: Pain Strike
level: bloodrager 3, psychic 2, sorcerer/wizard 3, witch 3
school: evocation [evil, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p><i>Pain strike</i> racks the targeted creature with agony, inflicting 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> per round for 1 round per level (maximum 10 rounds). Additionally, the affected creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for the spell’s duration, and the caster gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks against the target.</p>


name: Painful Revelation
level: antipaladin 2, bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: abjuration [mind-affecting, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one ongoing illusion effect
duration: 1 hour/level or until discharged
saving_throw: Will partial
spell_resistance: no
description:
<p>You augment an ongoing <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> effect to strike out painfully at creatures that see through it. When a creature successfully disbelieves an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> that is the target of <i>painful revelation</i>, it takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> for every 2 caster levels you have (maximum 10d6) and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1d4 rounds. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> by half and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> effect. Once <i>painful revelation</i> has been triggered, the spell ends.</p><p>However, creatures under the effect of spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/t/true-seeing">true seeing</a> that automatically pierce illusions are not subject to this effect.</p>


name: Paladin’s Sacrifice
level: paladin 2
school: abjuration
casting_time: 1 immediate action
components: V, DF
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You open up a brief but powerful divine conduit between you and another creature, taking on the damage and any other effects that creature suffers. When a creature in range is hit by an attack or fails a <a href="https://www.d20pfsrd.com/magic#TOC-Saving-Throw">saving throw</a>, you can cast this spell and the wounds and/or effects are magically transmitted to you instead of the target. You are affected as if you were hit by the attack or failed the <a href="https://www.d20pfsrd.com/magic#TOC-Saving-Throw">saving throw</a>, taking all the damage and suffering all of the adverse effects. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects in any way.</p><p>If you use this spell against an effect that also targets you or includes you in its area, you suffer the effects for both yourself and the target you spared, potentially taking damage or suffering other consequences twice.</p>


name: Pale Flame
level: druid 2, hunter 2, shaman 2
school: evocation [fire]
casting_time: 1 standard action
components: V, S, M (caphorite shard)
range: 0 ft.
effect: flame in your palm
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>This spell functions as per <a href="https://www.d20pfsrd.com/magic/all-spells/p/produce-flame" style="font-style: italic">produce flame</a>, except that the flames never glow brighter than dim light, including any fires started by this spell. These flames cast light only half the distance of a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Torch">torch</a> and cannot be seen from more than 100 feet away. The flames deal 2d6 points of fire damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +5). Against plants, this damage increases to 2d6 points + 2 points per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10).</p>


name: Paragon Surge
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: personal ( half-elf only)
target: you
duration: 1 minute/level
level:
alchemist 3, arcanist 3, bloodrager 3, cleric 3, crimson assassin 3, investigator 3, magus 4, medium 3, oracle 3, paladin 4, sorcerer/wizard 3, warpriest 3, witch 3

description:
<p>You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind simultaneously, and transforming into a paragon of both races, something greater than <a href="https://www.d20pfsrd.com/races/core-races/elf">elf</a> or <a href="https://www.d20pfsrd.com/races/core-races/human">human</a> alone. Unlike with most <a href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph" style="font-style: italic">polymorph</a> effects, your basic form does not change, so you keep all extraordinary and <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> abilities of your half-elven form as well as all of your gear.</p><p>For the duration of the spell, you receive a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell.</p><p>The first time each day that you cast this spell, you must select a feat and make all the associated choices that come with it. Once that choice is made, it is set for the day and additional castings must make the exact same decisions.</p>


name: Paranoia
level: bard 2, medium 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target believes everyone it sees is an enemy. The target becomes hostile to all creatures, treating all creatures as enemies and only itself as an ally. The target must attempt <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> whenever any creature provokes them. Finally, whenever the target is adjacent to two or more creatures, its paranoia overwhelms it, and it takes a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, weapon damage rolls, ability checks, skill checks, and saving throws.</p>


name: Parasitic Soul
level: cleric 9, psychic 9, shaman 9, sorcerer/wizard 9, witch 9
school: necromancy [death, evil]
casting_time: 1 standard action
duration: permanent (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-jar">magic jar</a> except as noted above, and instead of your own soul, you can transfer a trapped soul (such as one trapped in a soul gem or trapped with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/soul-bind">soul bind</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/trap-the-soul">trap the soul</a>) from the receptacle into an unwilling target’s body. If the target creature fails its saving throw, it dies and the trapped soul in the receptacle permanently inhabits the body as if using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-jar">magic jar</a>. The trapped soul does not get a saving throw to resist this transfer. To dismiss the spell, you must be within range of the possessed body.</p>


name: Parchment Swarm
level: magus 5, occultist 4, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: S, M (blank parchment or magic scroll ; see text)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Reflex half; see text
spell_resistance: yes
description:
<p>When you cast this spell, you quickly tear a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Parchment">parchment</a> into shreds, releasing the flying fragments to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> around a target creature and deliver thousands of tiny paper cuts.</p><p>Using normal <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Parchment">parchment</a>, the spell deals 1d6 points of magical slashing damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6).</p><p>If you use a magic <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a> as the material component, choose one of the spells stored in the <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a>. If the spell is 1st level, you can choose to apply the effect of that spell to the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Parchment">parchment</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm’s</a> target on a failed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save (if the spell on the <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a> has its own saving throw, the target then attempts that save as normal). If the spell on the <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scroll</a> is at least 2nd level, you can choose to instead change <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Parchment">parchment</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> to affect a 20-foot-radius spread instead of a single target.</p>


name: Particulate Form
level: cleric 7, occultist 5, psychic 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of fine sand)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: none (harmless)
spell_resistance: no
description:
<p>The targets’ physical forms undergo a bizarre transformation. They look and function normally, but are composed of countless particles that separate and reconnect to remain whole. Each target gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Fast_Healing_Ex">fast healing</a> 1 and is immune to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage, critical hits, <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attacks</a>, and other forms of precision damage. The value of this <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Fast_Healing_Ex">fast healing</a> increases by 1 at caster levels 10th, 15th, and 20th. Any target can end the spell effect on itself as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>; the target then regains 5d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> and can attempt an additional saving throw against any one <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> affecting it (at the original save DC), ending that <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> with a successful saving throw.</p>


name: Pass without Trace
level: druid 1, ranger 1, shaman 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject or subjects of this spell do not leave footprints or a scent trail while moving. <a href="https://www.d20pfsrd.com/skills/survival">Tracking</a> the subjects is impossible by non-magical means.</p>


name: Passing Fancy
level: bard 2, mesmerist 2, 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: one living creature
duration: 4d4 rounds (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>When you cast this spell, you dictate one specific topic or recent event and instill a magical obsession with that subject within the target. An affected creature becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> by the topic, and becomes completely focused on discussing the event with anyone nearby, possibly wandering off or distracting unaffected creatures.</p><p><em>Passing fancy</em> has no effect on a creature with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> of 2 or less.</p><p>Because the target talks and interacts with its usual cadence, onlookers take a –10 penalty on <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks to notice that anything is amiss with the target’s behavior.</p><div style="margin-left: 20px">


name: Passwall
level: sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (sesame seeds)
range: touch
effect: 5-ft.-by-8-ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall’s thickness is more than the depth of the passage created, then a single <i>passwall</i> simply makes a niche or short tunnel. Several <i>passwall</i> spells can then form a continuing passage to breach very thick walls. When <i>passwall</i> ends, creatures within the passage are ejected out the nearest exit. If someone dispels the <i>passwall</i> or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.</p>


name: Path of Glory
level: bard 2, cleric 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch (see text)
area: four 5-ft. squares/level (see text)
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You cause four 5-foot squares (one of which must be your space) to glow with dim illumination. Starting on your next turn, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> you can extend the glowing area by an additional four 5-foot squares; each new square must be adjacent to a square that was previously glowing. Allies that end their turns on a glowing square (including one who falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> in the square) are healed of 1 point of damage.</p><div style="margin-left:20px">


name: Path of the Winds
level: druid 6, sorcerer/wizard 6
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: 100 ft.
effect: 40-ft.-high downdraft of wind in a 100-foot line
duration: concentration + 1 round
saving_throw: Fort negates
spell_resistance: yes
description:
<p>With a sweeping gesture, you call forth mighty winds to clear a path ahead of you. The winds are the equivalent of a windstorm. During the first round of the spell, the winds sweep the designated area clear of anything of Small or smaller size, blowing it outward to the sides of the spell’s effect (50% chance of landing on either side). You may move within the effect without penalty, though all other creatures are subject to the wind’s effects. On the second and all later rounds of the spell, the edges of the effect are treated as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/w/wind-wall">wind wall</a>. If the effect includes a body of water or other liquid, the winds create a channel up to 40 feet deep into the surface of the liquid. On your turn as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can move the effect of this spell, either rotating it at one of its ends up to 45 degrees, or moving it up to 50 feet in line with its current orientation (toward you or away from you).</p>


name: Pattern Recognition
level: sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 min./level
description:
<p>Pattern recognition allows you to notice unusual breaks in the patterns of stones in a wall, boards in a ﬂoor, cracks in glass, trees in a forest, or similar interruptions. You gain an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> equal to one-half your caster level (minimum +1, maximum +10) on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks.</p><p>You gain the same bonus on <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks made to follow tracks. Pattern recognition does not grant you the Track feat, a rogue’s trapﬁnding ability, or the ability to disable traps. You can use it in conjunction with those abilities if you possess them, though.</p>


name: Peace Bond
level: bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a glass cube)
range: close (25 ft. + 5 ft./2 levels)
area: one or more 5-ft. cubes, no two of which can be more than 30 ft. apart
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>This spell creates one glowing rune of peace, plus one per 2 caster levels above 1st (to a maximum of five runes at 9th level). An identical symbol appears on your forehead for the duration of the spell and cannot be disguised (though it is visible only if you are visible). Each rune illuminates a 5-foot cube, preventing any spell you cast of up to 3rd level and that has a defined area (as opposed to targets or an effect) from entering or affecting the 5-foot cube. For example, creatures and items within any square affected by peace bond take no damage from a <a href="https://www.d20pfsrd.com/magic/all-spells/p/f/fireball" style="font-style: italic">fireball</a> you cast. However, if you cast <a href="https://www.d20pfsrd.com/magic/all-spells/p/s/stinking-cloud" style="font-style: italic">stinking cloud</a>, the noxious vapors are an effect and enter such cubes normally. This spell does not break line of effect within any other spells you cast; it simply negates all effects of your 1st-, 2nd- and 3rd-level area spells within the peace bond’s area.</p><p>Peace bond offers no protection against your <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> area effects.</p>


name: Peacebond
level: inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: abjuration
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one sheathed or slung weapon
duration: 1 minute/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You lock a weapon in place on its owner’s body, or within the weapon’s sheath or holster. Anyone who then tries to draw the weapon must spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> and succeed at a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check (DC equal to the saving throw DC) to do so, provoking <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> whether the attempt succeeds or fails.</p><div style="margin-left: 20px">


name: Peacemaker’s Parley
level: cleric/oracle 2 (Grundinnar)
school: enchantment (charm) [language-dependent, mind- affecting]
casting_time: 1 swift action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: creatures in a 20-ft.-radius spread
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You can attempt to influence unfriendly or hostile creatures, altering their attitudes toward you. After casting, make a <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> check against the creatures as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>; you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on this check against creatures that failed their saves against the spell. Even if you favorably manipulate the attitude of the affected targets, they quickly revert to their previous attitude if threatened or treated poorly.</p>


name: Peerless Integrity
level: antipaladin 2, bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, DF
range: personal
area: 10-ft.-radius emanation centered on you
duration: 10 minutes/level
saving_throw: none or Will negates; see text
spell_resistance: none
description:
<p>Peerless integrity conceals the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> of creatures from divination magic. All creatures within the spell’s area, including you, appear to have lawful good auras for the purposes of divination spells and effects that reveal alignments (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-law">detect law</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/s/see-alignment"><i>see alignment</i></a>), instead of their actual alignments. If the caster of such divination magic succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, the caster recognizes whether the readings are true or false. Any creature under the effects of this spell gains a +2 circumstance modifier on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> and <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks.</p><p>This spell does not affect other types of divination magic (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/discern-lies">discern lies</a>) and does not protect against spells or effects that cause harm based on targeted creatures’ alignments.</p>


name: Pellet Blast
level: bloodrager 4, magus 4, psychic 3, sorcerer/wizard 3, summoner/unchained summoner 3
school: conjuration (creation)
casting_time: 1 standard action
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Reflex half
spell_resistance: no
components:
V, S, M (a handful of metal pellets or handful of cold iron , silver , or adamantine pellets; see descriptions for cost)

description:
<p>This spell creates an explosion of conjured metal pellets, striking everything within its area and dealing 1d8 points of piercing damage per two caster levels, maximum 5d8. This damage is subject to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>. If the material component is made of <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> (costing 50 gp), <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Silver-Alchemical">silver</a> (costing 20 gp), or <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> (costing 100 gp), the resulting blast can overcome <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> of the appropriate type. The pellets disappear after the spell is cast and the damage is dealt.</p>


name: Penumbral Disguise
level: alchemist 3, bard 3, inquisitor 3, mesmerist 3, occultist 3, sorcerer/wizard 3, witch 3
school: conjuration [shadow]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You mask your features with shadowy illumination, gaining a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks and <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks attempted while in normal light, dim light, or darkness. In addition, creatures that see you while you are in dim light or darkness are unable to discern any but the most general information about your appearance or actions. For example, they can determine your general shape (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>), as well as the gist of your actions (such as, “She was trying to break into the store”), but cannot determine your precise actions, your appearance, or any identifying information about you. In bright light, your normal appearance is revealed.</p>


name: Perceive Betrayal
level: cleric 6, inquisitor 4, sorcerer/wizard 7, witch 6
school: divination
casting_time: 1 minute
components: V, S, M (12 drops of blood), F (a silver circlet worth 500 gp)
range: personal
target: you
duration: 1 hour/level
description:
<p>By donning a silver circlet anointed with blood, you gain the ability to sense traitorous intent toward a single person to whom you defer, designated when you cast the spell. The spell alerts you when a creature with traitorous intent is within 200 feet, although it doesn’t identify the source. By concentrating, you can learn the strength of the greatest threat, based on the following categories.</p><div style="margin-left:20px">
<p><i>Ill Will</i>: Someone dislikes your liege, but isn’t planning to act against her.</p>
<p><i>Plotting</i>: Someone is actively conspiring against your liege.</p>
<p><i>Imminent</i>: Someone is in the process of carrying out a plot against your liege.</p>
</div><p>Creatures that are immune to <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> or thought-detecting effects cannot have their intent detected by <i>perceive betrayal</i>.</p>


name: Perceive Cues
level: alchemist 2, inquisitor 2, mesmerist 2, occultist 2, psychic 2, ranger 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of water)
range: personal
duration: 10 minutes/level
description:
<p>Your senses become preternaturally keen, and you gain insight into subtle behavioral cues. For the duration of the spell, you receive a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> and <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks.</p>


name: Perfect Placement
level: bard 2, bloodrager 2, magus 3, psychic 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, M (a chess piece)
range: close (25 ft. plus 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Affected creatures gain tactical knowledge and maximize their efficiency on the field of battle. Each gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> to AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves. Against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> to AC increases to +3.</p>


name: Permanency
level: sorcerer/wizard 5
school: universal
casting_time: 2 rounds
components: V, S, M (see tables below)
range: see text
target: see text
duration: permanent; see text
saving_throw: none
spell_resistance: no
description:
<p>This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the <i>permanency</i> spell.</p><p>Depending on the spell, you must be of a minimum caster level and must expend a specific gp value of diamond dust as a material component.</p><p>You can make the following spells permanent in regard to <b>yourself</b>. You cannot cast these spells on other creatures. This application of <i>permanency</i> can be dispelled only by a caster of higher level than you were when you cast the spell.</p><table border="1" cellpadding="5"><caption>Target: Self Only</caption>
<thead>
<tr>
<th class="text">Spell</th>
<th class="text">Minimum Caster Level</th>
<th class="text">GP Cost</th>
<th class="text">Source</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-sight">Arcane sight</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/aura-sight">Aura sight</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/160125671X/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=160125671X&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=HSOKQ6X2XAS2GTU6" rel="nofollow noopener" target="_blank">ACG</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages">Comprehend languages</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkvision">Darkvision</a></td>
<td class="number">10th</td>
<td class="money number">5,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">Detect magic</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/enchantment-sight/">Enchantment sight</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text">PC:HotHC</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/read-magic">Read magic</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/see-invisibility">See invisibility</a></td>
<td class="number">10th</td>
<td class="money number">5,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/speechreaders-sight/">Speechreader’s sight</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text">PC:HotHC</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/tongues">Tongues</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
</tbody>
</table><p>In addition to personal use, <i>permanency</i> can be used to make the following spells permanent on <b>yourself</b>, <b>another creature</b>, <b>or an object</b> (as appropriate):</p><table border="1" cellpadding="5"><caption>Target: Self, Others, or Objects</caption>
<thead>
<tr>
<th class="text">Spell</th>
<th class="text">Minimum Caster Level</th>
<th class="text">GP Cost</th>
<th class="text">Source</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/anthropomorphic-animal">Anthropomorphic animal</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/appearance-of-life/">Appearance of life</a></td>
<td class="number">12th</td>
<td class="money number">10,000 gp</td>
<td class="source text">PRG:HA</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-mindscape/">Create mindscape</a></td>
<td class="number">12th</td>
<td class="money number">10,000 gp</td>
<td class="source text">PRG:OA</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-mindscape/">Create mindscape, greater</a></td>
<td class="number">15th</td>
<td class="money number">17,500 gp</td>
<td class="source text">PRG:OA</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/decrepit-disguise/">Decrepit disguise</a></td>
<td class="number">9th</td>
<td class="money number">500 gp</td>
<td class="source text">PRG:OA</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person">Enlarge person</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-fang">Magic fang</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-fang">Magic fang, greater</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/recorporeal-incarnation/">Recorporeal incarnation</a></td>
<td class="number">15th</td>
<td class="money number">17,500 gp</td>
<td class="source text">PCS:ISI</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/reduce-person">Reduce person</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resistance">Resistance</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/secret-sign/">Secret sign</a></td>
<td class="source number">10th</td>
<td class="source number">5,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601257899/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601257899&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=5NWYBPWFWPNG2D7P">PPC:BM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/soul-vault/">Soul vault</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text">PCS:IST</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/telepathic-bond">Telepathic bond</a>*</td>
<td class="number">13th</td>
<td class="money number">12,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td><a href="https://www.d20pfsrd.com/magic/all-spells/u/unhallowed-blows/">Unhallowed blows</a></td>
<td>9th</td>
<td>2,500 gp</td>
<td><a href="http://amzn.to/2Be3p98" rel="noopener" target="_blank">PPC:PotW</a></td>
</tr>
<tr>
<td><a href="https://www.d20pfsrd.com/magic/all-spells/u/unhallowed-blows/">Unhallowed blows, greater</a></td>
<td>11th</td>
<td>7,500 gp</td>
<td><a href="http://amzn.to/2Be3p98" rel="noopener" target="_blank">PPC:PotW</a></td>
</tr>
</tbody>
</table><p class="source">*Only bonds two creatures per casting of <i>permanency</i>.</p><p>Additionally, the following spells can be cast upon <b>objects</b> or <b>areas</b> only and rendered permanent:</p><table border="1" cellpadding="5"><caption>Target: Objects or Areas</caption>
<thead>
<tr>
<th class="text">Spell</th>
<th class="text">Minimum Caster Level</th>
<th class="text">GP Cost</th>
<th class="text">Source</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alarm">Alarm</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alter-river">Alter river</a></td>
<td class="marker">–</td>
<td class="marker">–</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601256663/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601256663&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=GVEQEMVO7TRZKFQA" rel="nofollow noopener" target="_blank" title="Pathfinder Player Companion: People of the River">PotR</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/animate-objects">Animate objects</a></td>
<td class="number">14th</td>
<td class="money number">15,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/cloud-of-seasickness">Cloud of seasickness</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601254040/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601254040&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=LLIS776TH5DNADCM" rel="nofollow noopener" target="_blank" title="Pathfinder Adventure Path #55: The Wormwood Mutiny">AP55</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/corpse-lanterns">Corpse lanterns</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601253052/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601253052&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Campaign Setting: Pathfinder Society Field Guide">PSFG</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-demiplane/">Create demiplane, lesser</a></td>
<td class="marker">–</td>
<td class="money number">17,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game Ultimate Combat">PRG:UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-demiplane/">Create demiplane</a></td>
<td class="marker">–</td>
<td class="money number">20,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game Ultimate Combat">PRG:UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-demiplane/">Create demiplane, greater</a></td>
<td class="marker">–</td>
<td class="money number">22,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game Ultimate Combat">PRG:UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/curse-terrain/">Curse Terrain, Lesser</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text">PRG:OA</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/curse-terrain/">Curse Terrain</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text">PRG:OA</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/curse-terrain/">Curse Terrain, Greater</a></td>
<td class="number">15th</td>
<td class="money number">17,500 gp</td>
<td class="source text">PRG:OA</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/curse-terrain/">Curse Terrain, Supreme</a></td>
<td class="number">19th</td>
<td class="money number">27,500 gp</td>
<td class="source text">PRG:OA</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dancing-darkness/">Dancing Darkness</a></td>
<td class="marker">*</td>
<td class="money marker">*</td>
<td class="source text">PPC:BoS</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dancing-lantern">Dancing lantern</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252463/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252463&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game Advanced Player's Guide">PRG:APG</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dancing-lights">Dancing lights</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/ghost-sound">Ghost sound</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gust-of-wind">Gust of wind</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility">Invisibility</a></td>
<td class="number">10th</td>
<td class="money number">5,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility-alarm">Invisibility alarm</a></td>
<td class="number">9th</td>
<td class="money number">2,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/160125671X/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=160125671X&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=HSOKQ6X2XAS2GTU6" rel="nofollow noopener" target="_blank">ACG</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/loathsome-veil">Loathsome veil</a></td>
<td class="number">10th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/lost-locale-samsaran/">Lost Locale</a></td>
<td class="marker">*</td>
<td class="money number">90,000 gp</td>
<td class="source text">PCS:ISR</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/lost-passage-samsaran/">Lost Passage</a></td>
<td class="marker">*</td>
<td class="money number">10,000 gp</td>
<td class="source text">PCS:ISR</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mage-s-private-sanctum">Mage’s private sanctum</a></td>
<td class="number">13th</td>
<td class="money number">12,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-mouth">Magic mouth</a></td>
<td class="number">10th</td>
<td class="money number">5,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/obscured-script/">Obscured Script</a></td>
<td class="number">10th</td>
<td class="money number">5,000 gp</td>
<td class="source text">PRG:AG</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/phase-door">Phase door</a></td>
<td class="number">15th</td>
<td class="money number">17,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/planar-refuge/">Planar Refuge</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text">PPC:HotW</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/preserve/">Preserve</a></td>
<td class="number">9th</td>
<td class="money number">500 gp</td>
<td class="source text">PCS:IST</td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/prismatic-sphere">Prismatic sphere</a></td>
<td class="number">17th</td>
<td class="money number">22,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/prismatic-wall">Prismatic wall</a></td>
<td class="number">16th</td>
<td class="money number">20,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sanctify-corpse">Sanctify corpse</a></td>
<td class="number">9th</td>
<td class="money number">500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shrink-item">Shrink item</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/solid-fog">Solid fog</a></td>
<td class="number">12th</td>
<td class="money number">10,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud">Stinking cloud</a></td>
<td class="number">11th</td>
<td class="money number">7,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stolen-light">Stolen light</a></td>
<td class="number">10th</td>
<td class="money number">5,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-death">Symbol of death</a></td>
<td class="number">16th</td>
<td class="money number">20,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-fear">Symbol of fear</a></td>
<td class="number">14th</td>
<td class="money number">15,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-healing">Symbol of healing</a></td>
<td class="number">10th</td>
<td class="money number">10,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-insanity">Symbol of insanity</a></td>
<td class="number">16th</td>
<td class="money number">20,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-laughter">Symbol of laughter</a></td>
<td class="number">10th</td>
<td class="money number">5,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/160125671X/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=160125671X&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=HSOKQ6X2XAS2GTU6" rel="nofollow noopener" target="_blank">ACG</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-mirroring">Symbol of mirroring</a></td>
<td class="number">10th</td>
<td class="money number">5,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-pain">Symbol of pain</a></td>
<td class="number">13th</td>
<td class="money number">12,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-persuasion">Symbol of persuasion</a></td>
<td class="number">14th</td>
<td class="money number">15,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-revelation">Symbol of revelation</a></td>
<td class="number">12th</td>
<td class="money number">10,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-scrying">Symbol of scrying</a></td>
<td class="number">13th</td>
<td class="money number">10,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-sleep">Symbol of sleep</a></td>
<td class="number">16th</td>
<td class="money number">20,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-slowing">Symbol of slowing</a></td>
<td class="number">11th</td>
<td class="money number">10,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-strife">Symbol of strife</a></td>
<td class="number">18th</td>
<td class="money number">25,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-stunning">Symbol of stunning</a></td>
<td class="number">15th</td>
<td class="money number">17,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-vulnerability">Symbol of vulnerability</a></td>
<td class="number">18th</td>
<td class="money number">25,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601252994/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601252994&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank" title="Pathfinder Roleplaying Game: Ultimate Magic">UM</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-weakness">Symbol of weakness</a></td>
<td class="number">15th</td>
<td class="money number">17,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleportation-circle">Teleportation circle</a></td>
<td class="number">17th</td>
<td class="money number">22,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport-trap">Teleport trap</a></td>
<td class="text">?</td>
<td class="money number">7,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-fire">Wall of fire</a></td>
<td class="number">12th</td>
<td class="money number">10,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-force">Wall of force</a></td>
<td class="number">13th</td>
<td class="money number">12,500 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-light">Wall of light</a></td>
<td class="number">13th</td>
<td class="money number">11,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601255276/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601255276&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20&amp;linkId=HCI42JLCWEBSJYKF" rel="nofollow noopener" target="_blank" title="Pathfinder Module: The Dragon's Demand">PM:DD</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/web">Web</a></td>
<td class="number">10th</td>
<td class="money number">5,000 gp</td>
<td class="source text"><a href="http://www.amazon.com/gp/product/1601251505/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601251505&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">CRB</a></td>
</tr>
<tr>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/y/yellow-sign/">Yellow Sign</a></td>
<td class="number">18th</td>
<td class="money number">40,000 gp</td>
<td class="source text">PAP110</td>
</tr>
</tbody>
</table><p>Spells cast on other targets are vulnerable to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> as normal. The GM may allow other spells to be made permanent.</p><p><b>*Note</b>: no caster level or price is listed.</p>


name: Permanent Hallucination
level: psychic 7, sorcerer/wizard 7
school: illusion (phantasm) [mind-affecting]
target: one creature
duration: permanent (D)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/audiovisual-hallucination">audiovisual hallucination</a>, except that the phantasm you create includes visual, auditory, olfactory, tactile, and thermal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, and the phantasm follows a complex script. The phantasm follows that script without your having to concentrate on it and can react to stimuli the target perceives, as appropriate for the script. Unlike most illusions with a save to disbelieve, if the target disbelieves a permanent hallucination, she can choose to end the effect entirely at any time.</p>


name: Permanent Image
level: bard 6, sorcerer/wizard 6
school: illusion (figment)
effect: figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
duration: permanent (D)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silent-image">silent image</a>, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.</p>


name: Pernicious Poison
level: antipaladin 2, druid 2, sorcerer/wizard 2, witch 2
school: necromancy [poison]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 10 minute/level
saving_throw: none
spell_resistance: yes
description:
<p>You weaken the target’s defenses against <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>. The target gains a –4 penalty on saves against <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>, and poisons affecting the target continue for another 2 frequency increments (for example, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Black-Adder-Venom">black adder venom</a> lasts 8 rounds instead of 6, and <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Arsenic">arsenic</a> lasts for 6 minutes instead of 4). Attempts to cure the poisoned target with skill or magic take a –4 penalty.</p>


name: Pernicious Pranksters
level: bard 3, druid 5, occultist 3, shaman 5, sorcerer/wizard 5, witch 5
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M (three drops of honey rolled in a sycamore leaf)
range: close (25 ft. + 5 ft./2 levels) Effect fey pranksters
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You summon intangible forces of whimsy to perform a variety of tricks and pranks upon your foes. Each round on your turn (including the round you cast this spell), these <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> pranksters perform a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick">dirty trick</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a>, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> against one of your foes within the spell’s range. The whimsical forces have a bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + your primary spellcasting ability score modifier (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> for <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> for <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a>, etc.). Unless the target of the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> can see <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creatures or forces, the spell gains an additional +4 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks.</p><p>The whimsical forces choose a random foe to target with their pranks on and randomly determine which <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> to use. You can attempt to convince them to take a particular course of action with a DC 20 <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, or <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. If successful, you determine their target and the type of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> they use for that round.</p>


name: Persistent Image
level: bard 5, sorcerer/wizard 5
school: illusion (figment)
duration: 1 min./level (D)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silent-image">silent image</a>, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.</p>


name: Persistent Vigor
level: alchemist 4, cleric 4, inquisitor 4, shaman 4, witch 4
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (ginseng root shavings)
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You are filled with a persistent vigor. You gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Fast_Healing_Ex">fast healing</a> 2 and are immune to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> effects as well as the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> conditions. When you succeed at a saving throw against a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effect, that <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effect ends (as if you had succeeded at enough saving throws to cure that effect).</p><p>If you fail a saving throw against a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effect, you can instantly dismiss this spell to reroll that saving throw with a +4 bonus; you must take the result of this reroll, even if it is lower.</p>


name: Persuasive Goad
level: inquisitor 1
school: necromancy [pain]
casting_time: 1 standard action
range: close (25 ft. +5 ft./2 levels)
target: one creature
duration: instantaneous and 1 minute
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>Your eyes flash and the target takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>. For the next minute, you gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks against the target.</p>


name: Pessimism
level: bard 4, medium 4, mesmerist 4, psychic 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a shard of a broken mirror )
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You erode the target’s confidence and instill a sense of despair.</p><p>This fear of failure manifests as a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, saving throws, ability checks, skill checks, and weapon damage rolls. Additionally, the target can’t gain morale bonuses of any kind while the spell remains in effect. No amount of achievement counters the spell’s effects—the target simply explains away positive events with a self-critical perspective.</p><p>Certain events can solidify the character’s belief that it is doomed. Whenever the target rolls a natural 1 on an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> or saving throw, fails an ability or skill check by more than 5, or takes additional damage as a result of a foe’s confirmed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>, the penalty to roll imposed by pessimism becomes –3 for 1 round.</p><p>This increased penalty doesn’t stack, even if multiple catastrophes occur on the same round.</p>


name: Phantasmal Affliction
level: mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
school: illusion (phantasm) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a drop of cod liver oil)
range: close (25 ft. + 5 ft./2 levels)
target: living creature
duration: see text
saving_throw: Will disbelief, then Fortitude or Will negates (see text)
spell_resistance: yes
description:
<p>You cause the creature to believe she has a debilitating affliction.</p><p>The target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to recognize the affliction as unreal. If that save fails, the creature suffers an imaginary affliction of your choice.</p><ul>
<li><b>Curse</b>: The target believes she has been cursed. She takes a permanent –4 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, saves, ability checks, and skill checks for 1 hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. After her save to disbelieve, the target attempts a second <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to negate this effect.</li>
<li><b>Poison</b>: The target believes she has been poisoned. Choose a physical ability score. Each round for 6 rounds, plus 1 round per 5 caster levels, the target takes 1d3 points of damage to the chosen ability score. Each turn, the creature can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save to negate the damage and end the ongoing damage.</li>
<li><b>Wasting</b>: The target believes she has contracted a wasting <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>. Each day, the creature takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> and becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save prevents this damage. Two consecutive successful saves end the effect.</li>
</ul><p>Since the affliction exists entirely in the creature’s mind, <em>phantasmal affliction</em> is not affected by normal cures like <a href="https://www.d20pfsrd.com/magic/all-spells/n/neutralize-poison/" style="font-style: italic">neutralize poison</a> or <a href="https://www.d20pfsrd.com/magic/all-spells/r/remove-disease/" style="font-style: italic">remove disease</a>, or other effects like <a href="https://www.d20pfsrd.com/magic/all-spells/d/delay-poison/" style="font-style: italic">delay poison</a> or the <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> skill. Ordinary immunities do not apply in this case (though a creature immune to the affliction receives a +4 bonus on the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the illusion).</p><p><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> from the affliction can’t kill the target.</p><p>Instead, it causes the target to fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> like other forms of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a>. <em>Phantasmal affliction</em> is a spell effect and can be dispelled normally.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/placebo-effect/"><i>Placebo effect</i></a> counters and dispels <em>phantasmal affliction</em>.</p>


name: Phantasmal Asphyxiation
level: medium 3, mesmerist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, witch 4
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (an empty vial )
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level (D)
saving_throw: Will disbelief, then Fortitude partial (see text)
spell_resistance: yes
description:
<p>Your target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or believe it can no longer breathe. An affected target must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save each round at the beginning of its turn. The first time it fails the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> until the next time it attempts a save against the spell. If the target fails a second <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save in a row, it falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> for the spell’s remaining duration. The target breathes normally while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>, but is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1 minute upon awakening. If the target succeeds at two <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves in a row, it shakes off the spell’s effects entirely. Otherwise, the target continues to attempt a save each round until it falls <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> or the spell ends. This spell has no effect on creatures that don’t need to breathe.</p>


name: Phantasmal Killer
level: bloodrager 4, magus 4, sorcerer/wizard 4, witch 4
school: illusion (phantasm) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: instantaneous
saving_throw: Will disbelief, then Fortitude partial; see text
spell_resistance: yes
description:
<p>You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the <i>phantasmal killer</i>. You see only a vague shape. The target first gets a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.</p><p>If the subject of a <i>phantasmal killer</i> attack succeeds in disbelieving and possesses telepathy or is wearing a <i><a href="https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/helm-of-telepathy/">helm of telepathy</a>,</i> the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.</p>


name: Phantasmal Putrefaction
level: medium 4, mesmerist 5, sorcerer/wizard 6, witch 6
school: illusion (phantasm)) [fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: Will disbelief, then Fortitude partial (see text)
spell_resistance: yes
description:
<p>You implant within the minds of your targets the illusion that their skin is rotting away, large rents are appearing all over their bodies, and their internal organs are spilling out into a putrid halfliquid mass at their feet. Those who fail to disbelieve phantasmal putrefaction immediately take 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>.</p><p>This damage occurs only once. Each round at the beginning of its turn, an affected target receives another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the effect, and targets that fail must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or faint, falling asleep as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/s/sleep">sleep</a> (except that it isn’t a magical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/s/sleep">sleep</a> effect). Waking up doesn’t end the spell for a target; it must continue to attempt <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves to disbelieve and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves to avoid fainting each round until the spell ends or the target successfully disbelieves.</p><p>Targets of the spell perceive everyone else around them to be rotting away, but other creatures see no visible effect of the spell, so they, in addition to those who disbelieve, can communicate the nature of the illusion to allies, providing those allies with a +4 bonus on the saving throw to disbelieve.</p><p>If your campaign uses <a href="https://www.d20pfsrd.com/gamemastering/other-rules/sanity">the sanity rules</a>, a creature takes 1d8 points of sanity damage instead of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>.</p>


name: Phantasmal Reminder
level: antipaladin 3, bard 4, mesmerist 3, psychic 3, shaman 4, sorcerer/wizard 3, witch 3
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round (see text)
saving_throw: Will disbelief, then Fortitude partial; see text
spell_resistance: yes
description:
<p>You create a memory loop of a successful attack made against the target, forcing its conscious mind to recall the details of the attack in such excruciating detail that its physical body is racked by the recollection. This spell can affect only a creature that has taken damage since the end of your last turn. The target first can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to recognize the attack as unreal. If it fails that saving throw, the target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or take an amount of damage equal to 1d6 per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6). Because the damage is a quasi-real memory of existing wounds, this damage can’t be reduced or prevented (such as by the <a href="https://www.d20pfsrd.com/magic/all-spells/s/shield-other/" style="font-style: italic">shield other</a> spell).</p><p>If the target of a <em>phantasmal reminder</em> attack succeeds at the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the memory loop and either has <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathy</a> or is wearing a <a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/helm-of-telepathy" style="font-style: italic">helm of telepathy</a>, the memory of damage automatically rebounds to affect you. You must immediately attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve; if you fail, you take half the spell’s damage yourself.</p>


name: Phantasmal Revenge
level: sorcerer/wizard 7
school: illusion (phantasm) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch and unlimited; see text
duration: instantaneous
saving_throw: Will disbelief then Fortitude partial; see text
spell_resistance: yes
description:
<p>When you cast this eerie spell upon a recently slain creature, you cause a ghastly, spectral image of it to rise up from its corpse, shrieking for vengeance before it vanishes in a burst of unnatural light. This phantom then unerringly seeks out the creature that killed it, as long as that creature is on the same plane, and tries to slay its killer in turn.</p><p>Only the corpse’s killer can see the phantasmal image created by this spell. You and any others who witness the spell’s casting or its ultimate effects see only a vague shape. The target first gets 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-Illusion">illusion</a>. If that save fails, the target must succeed on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> Saving Throw or take 10 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> from the phantasmal image. Even if the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save is successful, the target takes 5d6 points of damage + 1 point of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. You know immediately if the spell succeeded or failed to kill its target but gain no other information, including the identity of the target of the spell.</p><p>The creature providing the corpse must have died no more than 1 day per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> prior to the casting of this spell. If the creature that provided the corpse was not, in fact, killed by another, or if the killer is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> or no longer on the same plane, the spell fails. <i>Phantasmal revenge</i> makes no moral judgments; it targets winners of fair fights just as easily as murderers. Any given body can only be targeted by a <i>phantasmal revenge</i> spell once.</p>


name: Phantasmal Web
level: bard 5, sorcerer/wizard 5
school: illusion (phantasm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level (D)
saving_throw: Will disbelief, then Fortitude partial; see text
spell_resistance: yes
description:
<p>You implant within the minds of your targets the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> that they are engulfed in tangled webs teeming with swarms of tiny spiders. Those who fail to disbelieve the <i>phantasmal web</i> are treated as if in a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/w/web"><i>web</i></a> spell, but must also make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save at the beginning of each turn or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for that round by the phantasmal spiders.</p><p>As the <i>phantasmal web</i> exists only in the minds of the targets, it cannot be burned or destroyed, and it provides no <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> (though it does provide <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>) against attacks made by the targets. Targets cannot escape the <i>phantasmal web</i> by moving, even by teleportation. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/f/freedom-of-movement"><i>Freedom of movement</i></a> allows unobstructed movement but does not negate the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> or nausea effects.</p><p>Targets of the spell perceive everyone else around them to be engulfed in webs and swarming spiders, but the spell has no visible effect to other creatures (who may assist allies to disbelieve the effect).</p>


name: Phantom Blood
level: alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level
description:
<p>You bolster your life energy. If the loss of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> at the end of a temporary effect that modifies your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> (such as <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian">barbarian’s</a> rage or <a href="https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager">bloodrager</a>‘s bloodrage) would cause you to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> or kill you, you gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10). Each casting of this spell grants you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> only once.</p>


name: Phantom Chariot
level: sorcerer/wizard 4, summoner 3
school: conjuration (creation)
casting_time: 10 minutes
components: V, S
range: 0 ft.
effect: one quasi-real chariot and draft team
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You conjure a quasi-real heavy chariot with four horselike creatures in a team to pull it. (The exact description can be customized as you wish.) The chariot has all the normal qualities of a heavy chariot. You or a person you designate while casting the spell must drive the chariot, which can carry up to six passengers (including the driver). The team and chariot make no sound and the team does not fight, although the driver can use the chariot like any normal chariot. The chariot and team are essentially a single entity with an AC of 19 (–2 size, +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a>, +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dex</a>), and 10 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> + 2 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 50). If the entity loses all its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, it disappears, possibly subjecting all aboard to a crash (treat as wrecked). The entity gains certain powers according to <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, just like a mount does in the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/phantom-steed">phantom steed</a> spell.</p>


name: Phantom Driver
level: bard 3, sorcerer/wizard 3
school: conjuration (creation)
casting_time: 10 minutes
components: V, S
range: 10 ft.
effect: one quasi-real, humanlike creature
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You conjure a Small or Medium, quasi-real, humanlike creature (the exact physical features can be customized as you wish). This creation can drive any vehicle you command it to. This phantom creature does not fight, and while <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> that power a muscle-propelled vehicle driven by the creature do respond to its commands, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> otherwise shun the creature and refuse to attack it.</p><p>The rider has an AC of 20 (+1 size, +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a>, +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dex</a>) if it is a Small creature or an AC of 19 (+4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a>, +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>) if it is a Medium creature. It has 7 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> + 1 hit point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If it loses all its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, the phantom driver disappears. A phantom driver has a land speed of 30 feet, and makes all driver skill checks (no matter what skills are needed to drive the vehicle) as 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.</p>


name: Phantom Hunt
level: druid 4, ranger 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal (see text)
target: you and one animal companion within 30 ft.
duration: 1 hour/level (D)
description:
<p>You affect yourself and a single <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> within 30 feet of you. Both you and the <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> to 100 feet, <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> to 20 feet, and a 40-foot <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to movement. Furthermore, you can track while moving at full speed without taking any penalty. If you already have the ability to track at full speed, you gain a +4 bonus on <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks while tracking instead.</p><p>The duration of this spell immediately ends if you or the <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> attack another creature or are attacked by another creature.</p>


name: Phantom Limb
level: psychic 6, spiritualist 5
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: one creature
duration: 24 hours; see text
saving_throw: none
spell_resistance: yes
description:
<p>This spell creates a semi-visible psychic manifestation that allows a creature to replace a missing body part or parts. This could be as simple as a missing finger or toe or as complex as one or more limbs or even a set of wings. The creature can use these ghostly appendages exactly as if they were the creature’s own limbs, including any natural attacks or other special abilities. This includes any <a href="https://www.d20pfsrd.com/magic#TOC-Extraordinary-Abilities-Ex-">extraordinary abilities</a> granted by the appendages, but not <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> ones.</p><p>If the target does not need a replacement limb (or chooses not to use the spell in this way), it can instead select one of the following options. In this case, the spell lasts only for 10 minutes per level.</p><p style="margin-left:40px"><i>Extra Arms</i>: The target grows two phantom arms, granting it two extra natural claw attacks; the target cannot use the phantom arms for any other purpose.</p><p style="margin-left:40px"><i>Extra Legs</i>: The target grows two phantom legs and strong hindquarters like those of a horse, granting it a +30-foot <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to speed and a +4 bonus to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Overrun">overrun</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a>.</p><p style="margin-left:40px"><i>Mermaid’s Tail</i>: The target grows a phantom tail, granting it a swim speed of 60 feet.</p><p style="margin-left:40px"><i>Phantom Wings</i>: The target grows phantom wings, granting it a fly speed of 60 feet (good maneuverability).</p>


name: Phantom Steed
level: bard 3, bloodrager 3, magus 3, sorcerer/wizard 3, summoner/unchained summoner 2
school: conjuration (creation)
casting_time: 10 minutes
components: V, S
range: 0 ft.
effect: one quasi-real, horse-like creature
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You conjure a Large, quasi-real, horse-like creature (the exact coloration can be customized as you wish). It can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.</p><p>The mount is AC 18 (-1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per two caster levels, to a maximum of 100 feet at 10th level. It can bear its rider’s weight plus up to 10 pounds per caster level.</p><p>These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels. </p><div style="margin-left:40px">
<p><b>8th Level</b>: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.</p>
<p><b>10th Level</b>: The mount can use <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/water-walk">water walk</a> at will (as the spell, no action required to activate this ability).</p>
<p><b>12th Level</b>: The mount can use <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/air-walk">air walk</a> at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.</p>
<p><b>14th Level</b>: The mount can fly at its speed with a bonus on <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> skill checks equal to your caster level.</p>
</div>


name: Phantom Trap
level: mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (special dust worth 50 gp)
range: touch
target: object touched
duration: permanent (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.</p><p>If another <i>phantom trap</i> is active within 50 feet when the spell is cast, the casting fails.</p>


name: Phase Door
level: sorcerer/wizard 7, witch 7
school: conjuration (creation)
casting_time: 1 standard action
components: V
range: touch
effect: ethereal 5-ft.-by-8-ft. opening, 10 ft. deep + 5 ft. deep per three levels
duration: one usage per two levels
saving_throw: none
spell_resistance: no
description:
<p>This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The <i>phase door</i> is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the <i>phase door</i> and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A <i>gem of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/t/true-seeing">true seeing</a></i> or similar magic reveals the presence of a <i>phase door</i> but does not allow its use.</p><p>A <i>phase door</i> is subject to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/passwall">passwall</a></i> effect.</p><p>You can allow other creatures to use the <i>phase door</i> by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don’t qualify.</p><p><i>Phase door</i> can be made permanent with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a></i> spell.</p>


name: Phase Step
level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>You instantly transfer the touched creature to a point you designate within range. This otherwise functions as the spell <a href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door" style="font-style: italic">dimension door</a>, except that you must have line of sight and line of effect to the target’s destination for this spell’s effects to properly function.</p>


name: Phasic Challenge
level: cleric 8, psychic 8, shaman 8, sorcerer/wizard 8, spiritualist 6, witch 7
school: transmutation
casting_time: 1 standard action
components: V, S, M (a scrap of a knight’s banner )
range: short (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: Will negates (see below)
spell_resistance: yes
description:
<p>You select one enemy and one willing ally as targets. The enemy gains a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw at the beginning of each turn, and on a successful saving throw the spell ends. Both targets remain visible and audible, and can see and hear other creatures, but cannot physically interact with any creature save one another. Spells or weapon attacks from the affected creatures impact only each other, though spells might affect terrain or other factors not related to other creatures. If one of the creatures becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> or dies, or if the effect is dispelled, the effect ends for both of them.</p>


name: Phobia
level: bard 5, mesmerist 5, psychic 6, sorcerer/wizard 6, witch 6
school: enchantment (compulsion) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a single white hair)
range: close (25 ft. + 5 ft./2 levels)
target: one intelligent creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You instill the target with an intense, instinctual fear of a condition or circumstance, more powerful than the phobia lesser madness. You can name an energy type (acid, cold, electricity, fire, or sonic), a hazard (such as an avalanche or earthquake), or a single creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> type or all <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a> (applying when the target sees a swarm or a single Small or larger creature). Alternatively, you can name the following specific environments: darkness (darker than dim light, and you can’t apply this phobia to a creature with natural racial <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-See-in-Darkness-Su-">see in darkness</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a>, or similar senses), enclosed spaces (places that require the creature to squeeze),heights (10 times the target’s height, and you can’t apply this phobia to creatures with a natural fly speed), or water (you can’t apply this phobia to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> creatures or creatures with a natural swim speed).</p><p>When the target takes damage of the energy type (for an energy type phobia), or perceives the presence of the creature, environment, or hazard, it must attempt a DC 20 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If it fails, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>, but even if it succeeds, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> and feels intensely uncomfortable; a creature <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> in this way does not need to roll further saving throws against its phobia until its <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> condition ends, even if it continues to be exposed to its phobia.</p><p>A creature <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> by <i>phobia</i> can begin to act normally 1 minute after it ceases being able to perceive its <i>phobia</i> or after taking the energy damage if the phobia is an energy type, though the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> condition ends immediately after the creature can no longer perceive its phobia. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/b/break-enchantment">Break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/h/heal">heal</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/w/wish">wish</a> can remove a <i>phobia</i> spell.</p>


name: Pick Your Poison
level: bard 1, cleric/oracle 1, inquisitor 1, witch 1
school: conjuration (healing) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 10 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell temporarily converts even the deadliest <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> affecting a creature into an intoxicating alcohol. If the subject is affected by a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effect while under the effects of this spell, instead of the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison’s</a> normal effect, she feels intoxicated as if she’d just had a very strong drink and takes a –2 penalty on attacks, saves, and checks for the duration of the spell. When the spell’s duration expires, the penalty ends and the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison’s</a> normal effects apply. <i>Pick your poison</i> does not affect any <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effects that occurred before the spell was cast.</p>


name: Pied Piping
level: bard 6
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V or F (musical instrument)
range: 90 ft.
area: 90-ft.-radius emanation, centered on you
duration: concentration + 1 round/level
saving_throw: Will partial; see text
spell_resistance: yes
description:
<p>You call forth a melody so compelling and attractive that creatures belonging to a group with a specific, identifiable physical trait (such as type, subtype, age, gender, or hair color) find it almost impossible not to approach and follow you. You choose the nature of the creatures you seek to attract when you cast the spell and, once you make this choice, cannot alter it. You can only use physical traits to determine your audience. You can never use social and other more voluntary criteria (such as alignment, religion, nationality, or class) to select targets for this spell.</p><p>Eligible creatures must make a <a href="https://www.d20pfsrd.com/magic#TOC-Saving-Throw">Saving Throw</a> each round spent within the area of the spell and, once they fail, approach you at their normal movement speed and stand as close to you as possible without actually entering an occupied square.</p><p>If you move, they do their best to maintain their proximity to you and follow. Affected creatures can take no actions other than listening to your music and following you if you move.</p><p>Those entering the area while the spell is in effect must also successfully save or be compelled to come to you.</p><p>The attractive power of the spell does not cause affected creatures to put themselves in jeopardy and they have enough presence of mind to avoid or negotiate around obstacles and other perilous hazards. If unable to approach or follow you without endangering themselves, they simply wait, swaying to the music, until you pass out of range, at which point they regain their senses after 1 round/<a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If circumstances change once you move out of range, making it possible for affected creatures to resume their attempts to get near you they do so, and, if they manage to return to within the area of the spell before it wears off, the spell continues as normal.</p><p>If attacked, affected creatures can take defensive measures, even going so far as to avoid existing threats by moving out of the area of the spell, but cannot make attacks themselves or take any other actions until the effects of the spell wear off. The effects of the spell persist for 1 round/<a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> even after you stop <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentrating</a>. Once the spell ceases, the affected creatures continue to stay near you until the effects of the spell wear off.</p>


name: Pierce Disguise
level: bard 3, medium 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>You see through magical disguises (whether illusions or <a href="https://www.d20pfsrd.com/magic/#TOC-Transmutation-Polymorph">polymorph</a> effects) of the same spell level or lower. This allows you to see the true forms of creatures magically disguised by such methods. The true form appears as a ghostly overlay on the creature’s disguised appearance.</p>


name: Pierce Facade
level: alchemist 1, bard 1, cleric 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (an eagle’s eye)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target gains a +5 <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 to see through disguises. This bonus increases to +10 at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 7th.</p>


name: Piercing Shriek
level: bard 2, psychic 2
school: evocation [pain, sonic]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10ft./level)
target: one creature
duration: 1 round/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You emit an ear-splitting shriek which can be heard only by the target of this spell; all other observers merely see you screaming silently. The target suffers wracking pain from the scream, gaining the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> condition. This spell has no effect on <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deaf</a> creatures and cannot penetrate an area of <a href="https://www.d20pfsrd.com/magic/all-spells/s/silence/" style="font-style: italic">silence</a>.</p>


name: Pilfering Hand
school: evocation [force]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one object
duration: see text
saving_throw: none
spell_resistance: yes (object)
level:
bard 2, cleric 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2

description:
<p>You create and control an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends.</p><p style="margin-left: 40px"><i>Abrupt Maneuver</i>: You instantaneously attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> against a target within range. Use your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">Combat Maneuver Bonus</a>, adding your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (<a href="https://www.d20pfsrd.com/classes/core-classes/bard">bard</a>, <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracle</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>), <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (<a href="https://www.d20pfsrd.com/classes/base-classes/magus">magus</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a>), or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier (<a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a>) in place of your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier. This <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> attempt does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it.</p><p style="margin-left: 40px"><i>Careful Maneuver</i>: You attempt a <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> check or a <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> check to pick-pocket a target within range. This spell lasts as long as you need to accomplish the task, requiring your full <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> for that duration. Once you resolve the skill check, the spell ends. If you are successful on your <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check to notice the successful attempt.</p>


name: Pillar of Life
level: cleric/oracle 5
school: conjuration (healing) [light]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
effect: 5-ft.-square pillar of positive energy, 20 ft. high
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You conjure a pillar of positive energy in a single 5-foot square within range that radiates light as if it were a sunrod. Living creatures adjacent to the pillar can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to touch the pillar and heal 2d8 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +20). Creatures can move into the square containing the pillar, but if an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature moves into the pillar it takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6). <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a> creatures vulnerable to bright light take 1d8 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d8). A creature cannot benefit or suffer more than once from a single casting of this spell. </p>


name: Pillow Talk
level: bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 10 minutes
components: S
range: touch
target: sleeping, living creature touched
duration: 1 minute/level
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>This spell can be cast only on a sleeping creature, which must be present for the full duration of the <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a>. You grant the semblance of wakefulness to the target, allowing it to answer questions. You can ask one question per 2 caster levels. The target’s knowledge is limited to what it normally knows, including the languages it speaks. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you when awake. If the target succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it awakens (unless some force is preventing it from being awake, such as magic or drugs), and it remains aware of the first question you asked. If the target has been subject to pillow talk within the past week, the new spell fails. While your questions don’t otherwise wake the target, this spell does nothing to prevent other sounds or stimulus from waking the target. A target who sleeps through the spellcasting and duration of the spell has no memory of it taking place, but a target who awakens before the spell ends remembers every question asked and what answers it gave.</p>


name: Pinecone Bomb
level: druid 2, ranger 3, shaman 2, witch 2
school: evocation
casting_time: 1 standard action
components: V, S, M (a pinecone)
range: close (25 ft. + 5 ft./2 levels)
area: 10-ft.-radius spread
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>This spell infuses a small pinecone with power, causing it to detonate with explosive force when thrown.</p><p>You throw the pinecone at a target or point within range and it detonates immediately upon landing, dealing 1d6 points of piercing damage per 2 caster levels you have (maximum 5d6) to each creature caught in the spread.</p>


name: Placebo Effect
level: medium 2, mesmerist 2, psychic 2
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, M (a sugar cube)
range: touch Target creature touched
duration: 1 minute/level
saving_throw: Will disbelief (harmless)
spell_resistance: Yes (harmless)
description:
<p>The subject temporarily ceases to feel the ill effects of a single ongoing affliction or condition from the following list: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, cursed, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a>, diseased, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, poisoned, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>. If that affliction or condition has a duration, it is suspended until this spell expires. If the subject has multiple instances of the same type of affliction (such as multiple diseases), a single casting of this spell can suspend only one of them. Placebo effect doesn’t remove or temporarily negate any damage that the affliction may have already caused, nor does it provide protection against receiving such conditions again.</p>


name: Plague Bearer
level: alchemist 6, antipaladin 6, cleric/oracle 6, druid 6, inquisitor 6, sorcerer/wizard 7, witch 6
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: one living creature
duration: 1 round/level; see text
saving_throw: Fort negates; see text
spell_resistance: yes
description:
<p>You make the target an asymptomatic carrier for a host of virulent diseases. Creatures that end their turn adjacent to the target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or be affected as if by the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/c/contagion">contagion</a>. The target itself does not become diseased, and suffers no ill effects from this spell. Once plague bearer ends, the target is no longer contagious, though any creature it infected remains diseased.</p>


name: Plague Carrier
level: cleric/oracle 4, druid 4, sorcerer/wizard 5, witch 5
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes
description:
<p>The target’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> carry <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Filth-Fever">filth fever</a> (DC 10 + 1/2 of the creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> + creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Con</a> modifier)</p>


name: Plague Storm
level: cleric/oracle 6, druid 6, sorcerer/wizard 7, witch 6
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 minute/level and instantaneous (see text)
saving_throw: Fortitude negates
spell_resistance: no
description:
<p>You create a hideous gray cloud, similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud">fog cloud</a>, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Blinding-Sickness" rel="nofollow">blinding sickness</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Bubonic-Plague">bubonic plague</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Cackle-Fever">cackle fever</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Demon-Fever">demon fever</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Devil-Chills">devil chills</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Filth-Fever">filth fever</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Leprosy">leprosy</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Mindfire">mindfire</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Red-Ache">red ache</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Shakes">shakes</a>, or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases/diseases-paizo-inc/slimy-doom/">slimy doom</a> (the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> is chosen by you when you cast the spell and applies to all creatures that fail the save). The <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> is contracted immediately (the onset period does not apply) and is an instantaneous effect. Use the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease’s</a> listed frequency to determine further effects, but the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease’s</a> save DC increases by +2.</p><p>Unlike a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud">fog cloud</a>, the <i>plague storm</i> moves away from you at 10 feet per round, rolling along the surface of the ground.</p><p>Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the terrain, even pouring down den or sinkhole openings. The cloud cannot penetrate liquids, nor can it be cast underwater.</p>


name: Planar Adaptation
level: alchemist 5, cleric/oracle 4, sorcerer/wizard 5, summoner/unchained summoner 5
school: transmutation
casting_time: 1 standard action
components: V
range: personal
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p><i>Planar adaptation</i> grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">energy resistance</a> 20 to a single energy type prevalent on that plane (choose one if more than one type is equally prevalent). <i>Planar adaptation</i> has no effect when cast upon your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Native">native</a> plane.</p>


name: Planar Aegis
level: druid 5, occultist 4, ranger 3, sorcerer/wizard 5, summoner 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (a fistful of naturally occurring material from a plane)
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You draw motes of essence from material native to a plane that has elemental or energy essence traits, weaving the essence together into a shield of force. Choose an essence trait from the list below; the material component for this spell must come from a plane that has the essence trait you chose. Each essence trait has an associated damage type (see the table below). Any creature that hits you with a non-reach melee weapon, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapon</a>, or unarmed attack takes 3d6 points of damage plus 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have (maximum +20) of a type corresponding to the essence trait you chose. In addition, you take only half damage from attacks or effects of the associated damage type, and if such an attack or effect allows a saving throw for half damage, you take no damage on a successful saving throw.</p><table border="1" cellpadding="5" data-ognbot="1">
<thead>
<tr>
<th class="text">Essence Trait</th>
<th class="text">Damage Type</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Air-Dominant">Air-Dominant</a></td>
<td class="text">Electricity</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Earth-Dominant">Earth-Dominant</a></td>
<td class="text">Acid</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Fire-Dominant">Fire-Dominant</a></td>
<td class="text">Fire</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Positive-Dominant">Positive-Dominant</a></td>
<td class="text">Positive</td>
</tr>
<tr>
<td class="text">Negative-Dominant</td>
<td class="text">Negative</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Water-Dominant">Water-Dominant</a></td>
<td class="text">Cold</td>
</tr>
</tbody>
</table>


name: Planar Ally
level: cleric/oracle 6, shaman 6
school: conjuration (calling) [see text for lesser planar ally]
casting_time: 10 minutes
components: V, S, M (offerings worth 1,250 gp plus payment), DF
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: none
spell_resistance: no
effect:
one or two called outsiders , totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear

description:
<p>This spell functions like <i>lesser planar ally</i>, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose HD total no more than 12. The creatures agree to help you and request your return payment together.</p><div style="margin-left: 40px">


name: Planar Binding
level: sorcerer/wizard 6, summoner 5, unchained summoner 6
school: conjuration (calling) [see text]
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels); see text
target: one elemental or outsider with 6 HD or less
duration: instantaneous
saving_throw: Will negates
spell_resistance: no and yes; see text
description:
<p>This spell functions like <i>lesser planar binding</i>, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a saving throw, makes an independent attempt to escape, and must be individually persuaded to aid you.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Name</th>
<th class="text">CR</th>
<th class="text">Alignment</th>
<th class="text">HD</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/tiefling">Tiefling</a></td>
<td class="number">1/2</td>
<td class="text">NE</td>
<td class="number">1</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/aasimar">Aasimar</a></td>
<td class="number">1/2</td>
<td class="text">NG</td>
<td class="number">1</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/dretch">Dretch</a></td>
<td class="number">2</td>
<td class="text">CE</td>
<td class="number">2</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/lemure">Lemure</a></td>
<td class="number">1</td>
<td class="text">LE</td>
<td class="number">2</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/lantern-archon">Lantern Archon</a></td>
<td class="number">2</td>
<td class="text">LG</td>
<td class="number">2</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air">Small Air Elemental</a></td>
<td class="number">1</td>
<td class="text">N</td>
<td class="number">2</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth">Small Earth Elemental</a></td>
<td class="number">1</td>
<td class="text">N</td>
<td class="number">2</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">Small Fire Elemental</a></td>
<td class="number">1</td>
<td class="text">N</td>
<td class="number">2</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">Small Water Elemental</a></td>
<td class="number">1</td>
<td class="text">N</td>
<td class="number">2</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/quasit">Quasit</a></td>
<td class="number">2</td>
<td class="text">CE</td>
<td class="number">3</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/imp">Imp</a></td>
<td class="number">2</td>
<td class="text">LE</td>
<td class="number">3</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/mephit">Mephit</a></td>
<td class="number">3</td>
<td class="text">N</td>
<td class="number">3</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/vargouille">Vargouille</a></td>
<td class="number">2</td>
<td class="text">NE</td>
<td class="number">3</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/half-celestial-unicorn">Half-Celestial Unicorn</a></td>
<td class="number">4</td>
<td class="text">CG</td>
<td class="number">4</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/hell-hound">Hell Hound</a></td>
<td class="number">3</td>
<td class="text">LE</td>
<td class="number">4</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air">Medium Air Elemental</a></td>
<td class="number">3</td>
<td class="text">N</td>
<td class="number">4</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth">Medium Earth Elemental</a></td>
<td class="number">3</td>
<td class="text">N</td>
<td class="number">4</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">Medium Fire Elemental</a></td>
<td class="number">3</td>
<td class="text">N</td>
<td class="number">4</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">Medium Water Elemental</a></td>
<td class="number">3</td>
<td class="text">N</td>
<td class="number">4</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/yeth-hound">Yeth Hound</a></td>
<td class="number">3</td>
<td class="text">NE</td>
<td class="number">4</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/half-fiend-minotaur">Half-Fiend Minotaur</a></td>
<td class="number">6</td>
<td class="text">CE</td>
<td class="number">6</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/barghest">Barghest</a></td>
<td class="number">4</td>
<td class="text">LE</td>
<td class="number">6</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/bearded">Bearded Devil</a></td>
<td class="number">5</td>
<td class="text">LE</td>
<td class="number">6</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/hound-archon">Hound Archon</a></td>
<td class="number">4</td>
<td class="text">LG</td>
<td class="number">6</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/janni">Janni</a></td>
<td class="number">4</td>
<td class="text">N</td>
<td class="number">6</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/nightmare">Nightmare</a></td>
<td class="number">5</td>
<td class="text">NE</td>
<td class="number">6</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/shadow-mastiff">Shadow Mastiff</a></td>
<td class="number">5</td>
<td class="text">NE</td>
<td class="number">6</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/babau">Babau</a></td>
<td class="number">6</td>
<td class="text">CE</td>
<td class="number">7</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-shadow">Shadow</a></td>
<td class="number">7</td>
<td class="text">CE</td>
<td class="number">7</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/azata/bralani">Bralani</a></td>
<td class="number">6</td>
<td class="text">CG</td>
<td class="number">7</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/djinni">Djinni</a></td>
<td class="number">5</td>
<td class="text">CG</td>
<td class="number">7</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/azata/lillend">Lillend</a></td>
<td class="number">7</td>
<td class="text">CG</td>
<td class="number">7</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/invisible-stalker">Invisible Stalker</a></td>
<td class="number">7</td>
<td class="text">N</td>
<td class="number">7</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/xorn">Xorn</a></td>
<td class="number">6</td>
<td class="text">N</td>
<td class="number">7</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/salamander">Salamander</a></td>
<td class="number">6</td>
<td class="text">CE</td>
<td class="number">8</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/succubus">Succubus</a></td>
<td class="number">7</td>
<td class="text">CE</td>
<td class="number">8</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/kyton">Kyton</a></td>
<td class="number">6</td>
<td class="text">LE</td>
<td class="number">8</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-ogre-mage">Ogre Mage</a></td>
<td class="number">8</td>
<td class="text">LE</td>
<td class="number">8</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air">Large Air Elemental</a></td>
<td class="number">5</td>
<td class="text">N</td>
<td class="number">8</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth">Large Earth Elemental</a></td>
<td class="number">5</td>
<td class="text">N</td>
<td class="number">8</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">Large Fire Elemental</a></td>
<td class="number">5</td>
<td class="text">N</td>
<td class="number">8</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">Large Water Elemental</a></td>
<td class="number">5</td>
<td class="text">N</td>
<td class="number">8</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/hag/hag-night">Night Hag</a></td>
<td class="number">9</td>
<td class="text">NE</td>
<td class="number">8</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/nabasu">Nabasu</a></td>
<td class="number">8</td>
<td class="text">CE</td>
<td class="number">9</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/vrock">Vrock</a></td>
<td class="number">9</td>
<td class="text">CE</td>
<td class="number">9</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/erinyes">Erinyes</a></td>
<td class="number">8</td>
<td class="text">LE</td>
<td class="number">9</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/barghest/greater-barghest">Greater Barghest</a></td>
<td class="number">7</td>
<td class="text">LE</td>
<td class="number">9</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/xill">Xill</a></td>
<td class="number">6</td>
<td class="text">LE</td>
<td class="number">9</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/shaitan">Shaitan</a></td>
<td class="number">7</td>
<td class="text">LN</td>
<td class="number">9</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/hezrou">Hezrou</a></td>
<td class="number">11</td>
<td class="text">CE</td>
<td class="number">10</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/bone">Bone Devil</a></td>
<td class="number">9</td>
<td class="text">LE</td>
<td class="number">10</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/efreeti">Efreeti</a></td>
<td class="number">8</td>
<td class="text">LE</td>
<td class="number">10</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/rakshasa">Rakshasa</a></td>
<td class="number">10</td>
<td class="text">LE</td>
<td class="number">10</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air">Huge Air Elemental</a></td>
<td class="number">7</td>
<td class="text">N</td>
<td class="number">10</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth">Huge Earth Elemental</a></td>
<td class="number">7</td>
<td class="text">N</td>
<td class="number">10</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">Huge Fire Elemental</a></td>
<td class="number">7</td>
<td class="text">N</td>
<td class="number">10</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">Huge Water Elemental</a></td>
<td class="number">7</td>
<td class="text">N</td>
<td class="number">10</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/warmonger-wasp/">Warmonger Wasp</a></td>
<td class="number">7</td>
<td class="text">CE</td>
<td class="number">10</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/bebilith">Bebilith</a></td>
<td class="number">10</td>
<td class="text">CE</td>
<td class="number">12</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/glabrezu">Glabrezu</a></td>
<td class="number">13</td>
<td class="text">CE</td>
<td class="number">12</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/genie/marid">Marid</a></td>
<td class="number">9</td>
<td class="text">CN</td>
<td class="number">12</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/barbed">Barbed Devil</a></td>
<td class="number">11</td>
<td class="text">LE</td>
<td class="number">12</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/hell-hound/nessian-hell-hound">Nessian Hell Hound</a></td>
<td class="number">9</td>
<td class="text">LE</td>
<td class="number">12</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/couatl">Couatl</a></td>
<td class="number">10</td>
<td class="text">LG</td>
<td class="number">12</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/azata/ghaele">Ghaele</a></td>
<td class="number">13</td>
<td class="text">CG</td>
<td class="number">13</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air">Greater Air Elemental</a></td>
<td class="number">9</td>
<td class="text">N</td>
<td class="number">13</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth">Greater Earth Elemental</a></td>
<td class="number">9</td>
<td class="text">N</td>
<td class="number">13</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">Greater Fire Elemental</a></td>
<td class="number">9</td>
<td class="text">N</td>
<td class="number">13</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/nalfeshnee">Nalfeshnee</a></td>
<td class="number">14</td>
<td class="text">CE</td>
<td class="number">14</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/ice">Ice Devil</a></td>
<td class="number">13</td>
<td class="text">LE</td>
<td class="number">14</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/trumpet-archon">Trumpet Archon</a></td>
<td class="number">14</td>
<td class="text">LG</td>
<td class="number">14</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/nightmare/cauchemar">Cauchemar</a></td>
<td class="number">11</td>
<td class="text">NE</td>
<td class="number">14</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/horned">Horned Devil</a></td>
<td class="number">16</td>
<td class="text">LE</td>
<td class="number">15</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/angel/astral-deva">Astral Deva</a></td>
<td class="number">14</td>
<td class="text">NG</td>
<td class="number">15</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/retriever/">Retriever</a></td>
<td class="number">11</td>
<td class="text">CE</td>
<td class="number">15</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/marilith">Marilith</a></td>
<td class="number">17</td>
<td class="text">CE</td>
<td class="number">16</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-air">Elder Air Elemental</a></td>
<td class="number">11</td>
<td class="text">N</td>
<td class="number">16</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-earth">Elder Earth Elemental</a></td>
<td class="number">11</td>
<td class="text">N</td>
<td class="number">16</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">Elder Fire Elemental</a></td>
<td class="number">11</td>
<td class="text">N</td>
<td class="number">16</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-water">Elder Water Elemental</a></td>
<td class="number">11</td>
<td class="text">N</td>
<td class="number">16</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/angel/planetar">Planetar</a></td>
<td class="number">16</td>
<td class="text">NG</td>
<td class="number">17</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/balor">Balor</a></td>
<td class="number">20</td>
<td class="text">CE</td>
<td class="number">20</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/pit-fiend">Pit Fiend</a></td>
<td class="number">20</td>
<td class="text">LE</td>
<td class="number">20</td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/angel/solar">Solar</a></td>
<td class="number">23</td>
<td class="text">NG</td>
<td class="number">22</td>
</tr>
</tbody>
</table>


name: Planar Inquiry
level: cleric 3, druid 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (calling)
components: V, S, M (offerings worth 100 gp per HD of creature called)
effect: one called outsider who answers questions
duration: instantaneous; see text div style="clear:both"></div
description:
<p>This spell calls a creature from another plane to your precise location, functioning like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/planar-ally">lesser planar ally</a> except as noted. When you call a creature using planar inquiry, the only task that you can ask of the creature is for it to answer questions or gather information regarding a specific topic (a person, a place, or a thing). After hearing your request, if the creature has an appropriate <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill, it can attempt a check to provide the information it has. If it lacks such a skill, the called creature leaves for 1d4 hours to gather this information. Upon its return, you roll 1d20 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and use the result to determine what information the creature has gathered about the subject (as if using <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>). The called creature stays for up to 10 minutes as it relays this information to you, after which it departs to its home plane. If the creature is attacked or damaged at any time during the spell’s duration, the spell ends and the creature returns to the plane from which you summoned it.</p><p>When you cast this spell, you can choose a specific kind of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> to call, even <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Calling">calling</a> an individual creature by name. The kind of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> called doesn’t alter the effects of the spell, but when you use planar inquiry to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a creature with an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a> subtype, the spell gains that descriptor. You cannot call an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> whose <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> exceed your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 18 HD) and you cannot use this spell to contact a unique <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> (such as a deity’s herald) or an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> with <a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic#TOC-Mythic">mythic</a> ranks.</p>


name: Planar Orientation
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: instantaneous
level:
bard 1, cleric 1, druid 1, inquisitor 1, psychic 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner 1, witch 1

description:
<p>This spell helps creatures accustomed to the concrete reality of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> to navigate within the confusing realities of other planes. When cast, it functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/k/know-direction">know direction</a>, save that instead of revealing true north, it reveals the direction of the palace or demesnes most associated with that plane or demiplane’s ruling god or demigod, as well as a brief and generic vision of that entity’s appearance or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Symbol">holy symbol</a>. The spell functions only within whatever plane or demiplane you are located in at the time; for instance, if cast within a specific <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords">demon lord’s</a> Abyssal realm or on a given layer of <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Hell-Lawful-Evil-">Hell</a>, it would point to the seat of power for that <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords">demon lord</a> or archdevil. If a plane or demiplane has multiple gods or rulers, it reveals the directions of the closest three, allowing for triangulation.</p><p>This spell reveals the location of the god or demigod’s official seat of power only, not the entity itself, and if such a location is deliberately hidden via magic of any sort, the spell automatically fails. It does not function on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>.</p>


name: Planar Refuge
level: cleric 7, druid 7, sorcerer/wizard 7, shaman 7, summoner 6, witch 7
school: conjuration (creation)
casting_time: 1 hour
components: V, S, M (precious stones worth 500 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: 50-ft.-radius area of safe environment
duration: 1 day/level
saving_throw: none
spell_resistance: no
description:
<p>This spell enforces the rules of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> on other planes of existence. Upon casting this spell on another plane, a spherical pocket of wilderness terrain forms around the designated point. The affected area defies the local climate and planar traits, suppressing any harmful environmental effects such as toxicity, extreme temperatures, or lack of air (though this spell doesn’t affect gravity). The area also becomes lush with edible plants whose appearance, taste, and smell bear characteristics distinct to the environment. On a negative-dominant plane, for example, the plants grow ghastly white leaves and taste bitter. Though <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/planar">planar</a> <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/r/refuge">refuge</a> can be cast on any plane of existence other than the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>, it requires a body of solid matter at least as large as its area to function.</p><p>Planar refuge 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 11th level or higher at a cost of 7,500 gp.</p>


name: Plane Shift
level: cleric/oracle 5, shaman 7, sorcerer/wizard 7, summoner 5, unchained summoner 6, witch 7
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, F (a forked metal rod attuned to the plane of travel)
range: touch
target: creature touched, or up to eight willing creatures joining hands
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the <i>plane shift</i> at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. <i>Plane shift</i> transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back (including casting <i>plane shift</i> again).</p>


name: Planeslayer’s Call
level: cleric 5, inquisitor 4, paladin 4
school: enchantment (compulsion) [mind-affecting, see text]
casting_time: 1 standard action
components: V, S, DF
range: 20 ft.
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
<p>The magic of your allies in the area becomes more potent against certain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>. Chose one <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> subtype (chaotic, evil, good, or lawful). Against <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> with that <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> component or subtype, your allies in the area gain a +2 bonus on <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> checks to overcome <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, and their spells ignore the first 10 points of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">energy resistance</a> (but not <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Immunity-and-Vulnerability">energy immunity</a>).</p><p>This spell gains the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> descriptor that is opposite the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> chosen. For example, if you choose for the spell to affect evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>, then this spell has the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Good">good descriptor</a>.</p>


name: Planetarium
level: bard 2, cleric 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
school: illusion (figment)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: 15-ft.-radius spherical projection of night sky
duration: concentration + 3 rounds
saving_throw: none
spell_resistance: Will disbelief (harmless)
description:
<p>You project an image of the night sky based on your current location and the local time, allowing you to observe the heavens and all of its celestial bodies and features even during the daytime, indoors, or underground. Anyone within the planetarium’s sphere can see the projection, though outside of the sphere the image becomes grainy and indistinct.</p>


name: Planetary Adaptation
level: alchemist 5, cleric/oracle 4, sorcerer/wizard 5, summoner 5
school: transmutation
casting_time: 1 standard action
components: V
range: personal
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell functions as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/planar-adaptation">planar adaptation</a></i>, except that it works only on worlds of the Material Plane. The cold void of space is considered a single world for the purpose of this spell, allowing you to survive in vacuum.you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. </p><div style="margin-left:20px">


name: Planned Assault
level: cleric/oracle 3, paladin 3, ranger 4 (Angradd)
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
area: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 minute/level or until discharged
saving_throw: none
spell_resistance: no
description:
<p>This spell increases the effectiveness of a planned action. If the targets spend at least 1 minute studying a situation, they receive bonuses to their first actions in response to the situation. All targets must declare in advance what their intended actions are. If they perform those actions, they receive a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a>, saving throws, and checks for the first round. This bonus increases to +4 at 10th level and +6 at 15th level.</p><p>For example, the PCs discover a camp of orcs; the PC cleric casts <i>planned assault</i>, the group spends 1 minute analysing the layout of the camp, and then declares its actions. As long as the PCs stick to the plan, they gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a>, saving throws, and all actions for the first round.</p>


name: Plant Growth
level: druid 3, ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: see text
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p><i>Plant growth</i> has different effects depending on the version chosen.</p><div style="margin-left:40px">
<p><b>Overgrowth</b>: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/e/entangle"><i>entangle</i></a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-thorns">wall of thorns</a>, any DC involved with these spells is increased by 4. This bonus is granted for 1 day after the casting of <i>plant growth</i>.</p>
<p>At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.</p>
<p>You may designate places within the area that are not affected.</p>
<p><b>Enrichment</b>: This effect targets plants within a range of a half-mile, raising their potential productivity over the course of the next year to one-third above normal.</p>
</div><p><i>Plant growth</i> counters <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/diminish-plants"><i>diminish plants</i></a>.</p><p>This spell has no effect on plant creatures.</p>


name: Plant Shape
level: alchemist 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 assume)
range: personal
target: you
duration: 1 min./level (D)
description:
<p>When you cast this spell you can assume the form of any Small or Medium creature of the plant type. If the form you assume has any of the following abilities, you gain the listed ability: <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Constrict-Ex-"><b>c</b>onstrict</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-">grab</a>, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Poison-Ex-or-Su-">poison</a>. If the form you assume does not possess the ability to move, your speed is reduced to 5 feet and you lose all other forms of movement. If the creature has vulnerability to an element, you gain that vulnerability.</p><div style="margin-left:80px">
<p><b>Small plant</b>: If the form you take is that of a Small plant, you gain a +2 size bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> and a +2 natural armor bonus.</p>
<p><b>Medium plant</b>: If the form you take is that of a Medium plant, you gain a +2 size bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, a +2 enhancement bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, and a +2 natural armor bonus.</p>
</div>


name: Plant Voice
level: cleric 3, druid 2, shaman 2, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a small root cutting)
range: close (25 ft. + 5 ft./2 levels)
target: one plant creature
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You grant one <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> creature the ability to speak, hear, and understand any of the languages you know. If you know more than one language, you may grant the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> creature up to one language per 2 caster levels and you decide which languages to grant when the spell is cast. This spell does not cause the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> creature to be predisposed toward you in any way, but allows you to interact with them with <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skills normally. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">Plant</a> creatures with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 2 or lower can communicate and understand only the simplest of concepts, such as “friend,” “food,” and “danger.” This spell has no effect on ordinary plants and fungus.</p>


name: Play Instrument
level: bard 1
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minute/level
description:
<p>You may play one instrument of your choice as if you had 1 rank in the appropriate <a href="https://www.d20pfsrd.com/skills/perform">Perform</a> skill. Instead of a conventional instrument, you may use an object as an improvised instrument, such as using a barrel as a drum or a bow as a harp, playing it as if it were crafted to make music.</p>


name: Plundered Power
level: cleric 7, druid 7, occultist 6, shaman 7, sorcerer/wizard 7, summoner 6, witch 7
school: necromancy [evil]
casting_time: 10 minutes
components: V, S, M (crushed rubies worth 2,500 gp and a major organ from the sacrificed target, see text)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: no
description:
<p>You must sacrifice a creature just as you finish casting this spell.</p><p>When the sacrifice dies, its blood or ichor pools and hardens into a single red bloodstone. This bloodstone contains the essence and spirit of the sacrificed creature, allowing anyone holding the stone to activate the creature’s highest-level activated racial <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, taking the actions necessary to activate the stored <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Spell-Like-Abilities-Sp-">spell-like</a> ability. Any creature who holds the stone can activate it, but the stone can be used only once per day (or the frequency of the creature’s <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, whichever is less). If a creature has several racial <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> of the same spell level, choose randomly from among them to determine which one is stored in the bloodstone. The bloodstone can only store racial <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Spell-Like-Abilities-Sp-">spell-like</a> abilities that emulate a spell, including altered spells, like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/i/invisibility">invisibility</a> (self only), but not unique <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> possessed by the creature. Abilities with altered effects are still altered, so a creature activating the bloodstone for <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/t/teleport">greater teleport</a> (self only) would affect only itself and a bloodstone storing <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/s/summon-monster">summon monster II</a> (Small <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">fire elemental</a> only) would still only be able to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a Small <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">fire elemental</a>. Additionally, the bloodstone can’t store <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> that duplicate spells with expensive <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> costing more than 250 gp.</p><p>The save DC, <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and other attributes of this ability remain the same as when the creature was still alive, though the creature who activates the bloodstone can choose the targets, area, or shape of the spell, and make other decisions, such as controlling the target of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-person">dominate person</a>. The bloodstone can take any actions necessary to manipulate aspects of the spell, concentrating on the spell, redirecting the spell, and so on, up to a full normal round’s worth of actions.</p><p>If the sacrificed creature doesn’t die during the casting of the spell (for instance if it was merely a summoned creature) or is brought back to life before the spell’s duration expires, the bloodstone loses its magical power. The fragment of the creature’s spirit trapped in the bloodstone does not hinder attempts to restore the creature to life.</p>


name: Pocketful of Vipers
level: druid 3, occultist 3, ranger 3, shaman 3, witch 3
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M (a snake scale and fang)
range: touch
target: object touched
duration: 1 hour/level or until discharged (D)
saving_throw: Fort negates (object)
spell_resistance: no
description:
<p>You set a magical ward upon the object touched, which must be a container such as a pouch, bag, <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Backpack">backpack</a>, or pocket. If any creature opens the container without first speaking a command word, 1d3 summoned <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-venomous">venomous snakes</a> appear, slithering out of the container and attacking that creature for 1 round/level before disappearing. They attack other creatures only if they themselves are attacked.</p>


name: Poison
level: antipaladin 4, cleric/oracle 4, druid 3, shaman 4, witch 4
school: necromancy [poison]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: living creature touched
duration: instantaneous; see text
saving_throw: Fortitude negates; see text
spell_resistance: yes
description:
<p>Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">damage</a> per round for 6 rounds. Poisoned creatures can make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save each round to negate the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">damage</a> and end the affliction.</p>


name: Poison Breath
level: cleric 7, druid 6, witch 7
school: evocation [poison]
casting_time: 1 standard action
components: V, S, M/DF (a spider’s mandible)
range: 15 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone caught in the area to a deadly poison, as per the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/poison"><i>poison</i></a> spell.</p>


name: Poisoned Egg
level: bard 1, cleric/oracle 1, inquisitor 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one egg
duration: 1 minute/level
saving_throw: none (object)
spell_resistance: no (object)
description:
<p>You transform the contents of a normal egg into a single dose of small <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede">centipede</a> <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dex</a>; cure 1 save). The <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> reverts to a normal egg at the end of the spell’s duration (the reverted egg substance is harmless unless the poisoned creature is vulnerable to eggs). The egg may be raw or cooked but must be whole and not empty when you cast the spell. When applying the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/poisoned-egg">poisoned egg’s</a> contents to a weapon, the wielder has no chance of poisoning herself, as though she had the poison use class feature.</p>


name: Poisonous Balm
level: cleric 4, druid 5, occultist 4, shaman 4, witch 5
school: conjuration (healing) [poison, ruse]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous, then 1 hour or until triggered plus 6 rounds; see text
saving_throw: Will partial (harmless), then Fort negates (see text)
spell_resistance: yes
description:
<p>You mend the target’s injuries, curing 3d8 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15) as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/c/cure-serious-wounds">cure serious wounds</a>, but leaving its body laced with a subtle toxin that remains inert until you activate it. A target that decides to attempt the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save and succeeds is healed for half (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/c/cure-serious-wounds">cure serious wounds</a>) and negates the toxin. Otherwise, you can activate the toxin by concentrating on the spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, at which point the victim takes 1d3 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a> per round for 6 rounds. Once the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> is active, the target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save each round to negate that round’s damage and end the affliction. If you don’t trigger the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> for 1 hour, the spell ends and leaves the target unharmed.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-poison">Detect poison</a> reveals an inert <i>poisonous balm</i> only if the caster succeeds at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against a DC equal to 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Attempts to identify <i>poisonous balm</i> with a skill check incorrectly identify it as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/c/cure-serious-wounds">cure serious wounds</a> (see the ruse descriptor). A fooled viewer mistakes <i>poisonous balm’s</i> aura as the lingering aura of an instantaneous effect.</p>


name: Poisonous Cloud
level: bloodrager 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4
school: conjuration (creation) [poison]
casting_time: 1 standard action
components: V, S, M (small drop of poison )
range: medium (100 ft. + 10 ft./level)
effect: cloud spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: Fort negates; see text
description:
<p>Poisonous cloud creates a bank of fog like that created by <a href="https://www.d20pfsrd.com/magic/all-spells/f/fog-cloud" style="font-style: italic">fog cloud</a>, except that the vapors are toxic. The cloud deals 1d2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a> per round to living creatures that fail their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves.</p><p>A creature that succeeds at its save but remains in the cloud must continue to attempt a new saving throw each round on your turn.</p><p>Poisonous cloud can be made permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/p/permanency" style="font-style: italic">permanency</a> spell cast by a caster of 13th level or higher, at a cost of 12,500 gp. A permanent poisonous cloud dispersed by wind re-forms in 10 minutes.</p>


name: Polar Midnight
level: cleric/oracle 9, druid 9, shaman 9, witch 9
school: transmutation [cold, darkness]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: 30-ft. spread
duration: 1 round/level
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You plunge an area into the brutal chill of the arctic night.</p><p>Illumination conditions are dropped by two steps (though only to darkness, not supernatural darkness), and all creatures in the area take 5d6 points of cold damage and 1d6 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Dexterity damage</a> per round. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save each round negates the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Dexterity damage</a> but not the cold damage. Any creature that doesn’t move on its turn becomes encased in a sheath of ice equivalent to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/w/wall-of-ice">wall of ice</a>, is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>, and cannot breathe. Corpses in the area for longer than 1 round are transmuted into solid ice; reviving the icy corpse requires <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/t/true-resurrection">true resurrection</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/w/wish">wish</a>. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you may move the area of effect up to 10 feet in any direction.</p>


name: Polar Ray
level: sorcerer/wizard 8
school: evocation [cold]
casting_time: 1 standard action
components: V, S, F (a white ceramic cone or prism)
range: medium (100 ft. + 10 ft./level)
effect: ray
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">drain</a>.</p>


name: Polymorph
level: alchemist 5, sorcerer/wizard 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you choose)
range: touch
target: living creature touched
duration: 1 min/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell transforms a willing creature into an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</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-Elemental">elemental</a> of your choosing; the spell has no effect on unwilling creatures, nor can the creature being targeted by this spell influence the new form assumed (apart from conveying its wishes, if any, to you verbally).</p><p>If you use this spell to cause the target to take on the form of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>, the spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/beast-shape">beast shape II</a>. If the form is that of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a>, the spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/elemental-body">elemental body I</a>. If the form is that of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>, the spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/a/alter-self"><i>alter self</i></a>. The subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject.</p>


name: Polymorph Any Object
level: sorcerer/wizard 8
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M/DF (mercury, gum arabic, and smoke)
range: close (25 ft. + 5 ft./2 levels)
target: one creature, or one non-magical object of up to 100 cu. ft./level
duration: see text
saving_throw: Fortitude negates (object); see text
spell_resistance: yes (object)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph/"><i>greater polymorph</i></a>, except that it changes one object or creature into another. You can use this spell to transform all manner of objects and creatures into new forms- you aren’t limited to transforming a living creature into another living form. The duration of the spell depends on how radical a change is made from the original state to its transmuted state. The duration is determined by using the following guidelines.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Changed Subject Is</th>
<th class="text">Increase to Duration Factor*</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Same kingdom (animal, vegetable, mineral)</td>
<td class="number">+5</td>
</tr>
<tr>
<td class="text">Same class (mammals, fungi, metals, etc.)</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">Same size</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">Related (twig is to tree, wolf fur is to wolf, etc.)</td>
<td class="number">+2</td>
</tr>
<tr>
<td class="text">Same or lower Intelligence</td>
<td class="number">+2</td>
</tr>
</tbody>
</table><p class="source">*Add all that apply. Look up the total on the next table.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Duration Factor</th>
<th class="text">Duration</th>
<th class="text">Example</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">0</td>
<td class="text">20 minutes</td>
<td class="text">Pebble to human</td>
</tr>
<tr>
<td class="number">2</td>
<td class="text">1 hour</td>
<td class="text">Marionette to human</td>
</tr>
<tr>
<td class="number">4</td>
<td class="text">3 hours</td>
<td class="text">Human to marionette</td>
</tr>
<tr>
<td class="number">5</td>
<td class="text">12 hours</td>
<td class="text">Lizard to manticore</td>
</tr>
<tr>
<td class="number">6</td>
<td class="text">2 days</td>
<td class="text">Sheep to wool coat</td>
</tr>
<tr>
<td class="number">7</td>
<td class="text">1 week</td>
<td class="text">Shrew to manticore</td>
</tr>
<tr>
<td class="number">9+</td>
<td class="text">Permanent</td>
<td class="text">Manticore to shrew</td>
</tr>
</tbody>
</table><p>If the target of the spell does not have physical ability scores (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>), this spell grants a base score of 10 to each missing ability score. If the target of the spell does not have mental ability scores (<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>), this spell grants a score of 5 to such scores. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. A non-magical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell.</p><p>This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.</p><p>This spell can also be used to duplicate the effects of <i>baleful polymorph, greater polymorph, flesh to stone</i>, <i>stone to flesh</i>, <i>transmute mud to rock</i>, <i>transmute metal to wood</i>, or <i>transmute rock to mud</i>.</p>


name: Polymorph Familiar
level: shaman 3, sorcerer/wizard 3, witch 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: close (25 ft. +5 ft./2 levels)
target: your familiar
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/b/beast-shape">beast shape I</a>, except it grants your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> the form of any Small <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>. Your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> retains all of its special abilities and continues to grant you the special ability associated with its normal shape (such as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/bat/bat">bat</a> <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar’s</a> bonus on <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> checks).</p><p>At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 7th, this spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/b/beast-shape">beast shape II</a>. At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 9th, it functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/b/beast-shape">beast shape III</a>. At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 11th, it functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/b/beast-shape">beast shape IV</a>.</p>


name: Polypurpose Panacea
level: alchemist 1, psychic 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: S
range: personal
target: you
duration: see below
description:
<p>This creates one of several cantrip-level effects relating to your health, well-being, and entertainment. The panacea has no side effects (for example, the intoxication panacea does not cause a hangover). When you use <i>polypurpose panacea</i>, choose one of the following effects.</p><div style="margin-left: 40px">
<p><i>Analgesic</i>: You do not feel minor aches and pains, such as from arthritis, a cold, or a hangover, for 1 hour. For the duration, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> against pain-related spells.</p>
<p><i>Clarity</i>: You get a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Skill-Check">skill check</a> within 1 minute. You must choose to use the bonus before making the roll to which it applies.</p>
<p><i>Hallucination</i>: You have pleasant hallucinations for 1 hour, such as wandering lights, music, playful surreal animals, and so on. You can tell these are not real, but they are distracting, and you take a –2 penalty on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks for the duration.</p>
<p><i>Intoxication</i>: You feel comfortably intoxicated for 1 hour, as if you had a few alcoholic beverages.</p>
<p><i>Lucid Dream</i>: If you take this panacea within 1 hour of going to sleep, you have a lucid dream that is under your control and lasts for an hour.</p>
<p><i>Resistance</i>: You gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saves for 1 minute.</p>
<p><i>Sleep</i>: You enter a pleasant and restful sleep for at least 1 hour unless wakened. If you would normally begin sleeping at this time, when the panacea ends you continue sleeping normally.</p>
<p><i>Sobriety</i>: You become completely sober for 1 hour, negating any penalties to your actions for being drunk (GameMastery Guide 237). Magical and alchemical methods (such as <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-poison/" style="font-style: italic">detect poison</a>) still detect you as inebriated. Time spent under the effect of this panacea do not count toward the time necessary to sober up (it merely delays your intoxication).</p>
<p><i>Tenacity</i>: You gain 1 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit point</a> for 1 minute.</p>
<p><i>Wakefulness</i>: You remain awake for 2 hours without feeling sleepy, and without side effects such as jitteriness. You gain a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> against sleep-related spells such as <a href="https://www.d20pfsrd.com/magic/all-spells/l/lullaby/" style="font-style: italic">lullaby</a> and <a href="https://www.d20pfsrd.com/magic/all-spells/s/sleep/" style="font-style: italic">sleep</a>. This use of the panacea merely delays your need for sleep and does not count as rest or sleep. You can use it multiple times in succession, but as each effect wears off, you are as tired as you would be had you not used the panacea.</p>
</div>


name: Positive Pulse
level: cleric 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1, witch 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 5-ft.-radius burst
duration: instantaneous plus 1 round (see text)
saving_throw: Will negates or Will negates (harmless); see text
spell_resistance: yes
description:
<p>This spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living creatures. Each creature damaged by positive energy in the area (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>) must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or take 1d6 points of damage, plus 1 point for every 2 caster levels (maximum +5). <a href="https://www.d20pfsrd.com/gamemastering/haunts">Haunts</a> manifesting in the spell’s area also take this damage.</p><p>This spell does not heal creatures healed by positive energy; such creatures instead gain a +2 bonus on saving throws against death effects, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/energy-drain">energy drain</a>, negative energy, and effects directly caused by haunts. This bonus lasts for 1 round.</p><div style="margin-left: 20px">


name: Possess Object
level: sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
target: one object; see text
duration: 1 hour/level or until you return to your body
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-jar/">magic jar</a>, except you transfer your mind to a single object, animating it as if using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/animate-objects/">animate objects</a>, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> while under the effect of this spell, this temporarily suspends <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>, poisons, and other afflictions affecting you.</p>


name: Possession
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 4, summoner 5, witch 5

description:
<p>You attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>. Failure to take over a host ends the spell.</p><p>If you are successful, your life force occupies the host body. The host’s soul is imprisoned with you, but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). You can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep 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>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, level, class, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, base save bonuses, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, and mental abilities. The body retains its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, natural abilities, and automatic abilities. A body with extra limbs doesn’t allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t activate the body’s extraordinary or <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> abilities, nor can you cast any of its spells or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host’s body is killed, you return to your own body and the life force of the host departs (it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>). If your body is slain, when the spell expires or the host’s body is killed, you are slain. It is possible to cast this spell on a new target from within another creature’s body; this resets the duration. You still return to your original body (not any intermediate body) when you take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to do so or the spell’s duration expires. Returning to your body ends the spell. Creatures whose souls are their bodies, 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> and non-<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Native">native</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>, use the effects of greater possession instead.</p><div class="statblock">
<a name="greater"></a>
<p class="title">Possession, Greater</p>
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">necromancy</a>; <b>Level</b> <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist">occultist</a> 6, <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/psychic">psychic</a> 8, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 8, <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/spiritualist">spiritualist</a> 6, <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> 8</p>
<p class="divider">CASTING</p>
<p><b>Casting Time</b> 1 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a><br/>
<b>Components</b> V, S</p>
<p class="divider">EFFECT</p>
<p><b>Range</b> medium (100 ft. + 10 ft./level)<br/>
<b>Target</b> one creature<br/>
<b>Duration</b> 1 hour/level (D)<br/>
<b>Saving Throw</b> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates; <b>Spell Resistance</b> yes</p>
</div><p class="divider">DESCRIPTION</p><p>This spell functions as <em>possession</em>, but when you possess a host, You enter the host’s body and your physical body vanishes. You are ejected to the closest empty square upon expiration of the spell or upon the host’s death.</p>


name: Possession Trap
level: sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (a gem or crystal worth at least 500 gp)
range: personal
target: you
duration: 24 hours or until activated (see text); 1 round/level
description:
<p>You place a protective ward over your spirit that ensnares creatures attempting to possess you. Should a creature attempt to possess you (such as via <a class="spell" href="https://www.d20pfsrd.com/magic-jar">magic jar</a> or a similar effect) while you are under the effects of possession <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a>, that creature must first succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or its possession attempt is ruined and its spirit is shunted into this spell’s focus gem. The trapped creature is contained within the focus gem for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, acting as though it were trapped in a <a class="spell" href="https://www.d20pfsrd.com/magic-jar">magic jar</a> for the duration of this effect. This effect fails if you are not carrying the focus gem during the time of the possession attempt.</p><p>If the possessor’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save is successful, you are affected by its possession attempt as normal, and may attempt a saving throw against this possession attempt if one is normally allowed. Regardless of whether the possessor fails or succeeds at its save against possession <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/">trap</a>, you immediately become aware of the possession attempt and whether or not a creature is trapped in the focus gem. If the focus gem is destroyed while it contains a creature, the creature is immediately released. Once this spell is triggered, it offers no further protection, and a trapped creature can attempt to possess you again once it’s free of the focus gem.</p>


name: Pouncing Fury
level: alchemist 2, bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>When you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a>, you can make a full attack at the end of that <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a>, but only with claw attacks you have, and you can make only one attack per claw. If you have abilities that grant bonuses on damage rolls or that apply other special effects to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a> attacks, only the first claw attack benefits from these bonuses. When you make a claw attack as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>, you can expend one additional use of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> to make an additional claw attack against the target that provoked the attack.</p>


name: Power Word Blind
level: sorcerer/wizard 7, witch 7
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature with 200 hp or less
duration: see text
saving_throw: none
spell_resistance: yes
description:
<p>You utter a single word of power that causes a creature to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Hit Points</th>
<th class="text">Duration</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">50 or less</td>
<td class="text">Permanent</td>
</tr>
<tr>
<td class="number">51-100</td>
<td class="text">1d4+1 minutes</td>
</tr>
<tr>
<td class="number">101-200</td>
<td class="text">1d4+1 rounds</td>
</tr>
</tbody>
</table>


name: Power Word Kill
level: sorcerer/wizard 9, witch 9
school: enchantment (compulsion) [death, mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one living creature with 100 hp or less
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by <i>power word kill</i>.</p>


name: Power Word Stun
level: sorcerer/wizard 8, witch 8
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature with 150 hp or less
duration: See text
saving_throw: none
spell_resistance: yes
description:
<p>You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by <i>power word stun</i>.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Hit Points</th>
<th class="text">Duration</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">50 or less</td>
<td class="text">4d4 rounds</td>
</tr>
<tr>
<td class="number">51-100</td>
<td class="text">2d4 rounds</td>
</tr>
<tr>
<td class="number">101-150</td>
<td class="text">1d4 rounds</td>
</tr>
</tbody>
</table>


name: Pox Pustules
level: druid 2, witch 2
school: necromancy [disease]
casting_time: 1 standard action
components: V, S, M (leaves from a toxic plant)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You inflict a painful, itching rash on the target creature. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> and takes a -4 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> (this penalty cannot lower <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> below 0). The target can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> scratching furiously at the rash to remove the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> condition (but not the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> penalty) until the start of its next turn.</p>


name: Pox of Rumors
level: bard 5, cleric 7, mesmerist 5, psychic 7, sorcerer/wizard 7, spiritualist 5, witch 7
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 8 hours
components: V, S, M (a physical connection to the target; see text)
range: see text
target: one creature
duration: 1 day/level
saving_throw: Will negates, then Will partial (see text)
spell_resistance: yes
description:
<p>You curse the target to attract negative assumptions and rumors of a sort you specify when you cast the spell. If the target fails the initial save to negate the curse, every day that it spends in a settlement, it must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If it fails, it accidentally says or does something that makes others assume the rumor you specified is true in some way that is unflattering or incriminating. If the creature is not aware of the nature of the rumors, it takes a –4 penalty on these secondary saves.</p><p>After the first failed save, the attitude each resident in the settlement has regarding the target is worsened by one step.</p><p>For each additional failure, the target becomes the victim of focused harassment. A group of residents taunts or attacks the creature, potentially sending the authorities to investigate if the rumor indicates criminal guilt.</p><p>The spell can be cast at any distance. The difficulty of the save depends on your knowledge of the subject and what sort of physical connection you have to that creature. The target gains the same bonuses and penalties on its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to resist this spell as the bonuses and penalties that apply to the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/s/scrying">scrying</a> spell (including a +5 bonus if the target is on another plane), except that you can’t cast <i>pox of rumors</i> without at least a possession or garment to use as the material component, and the target takes no penalty when you use a possession or garment and only a –5 penalty when you use a piece of the target’s body. <i>Pox of rumors</i> is a curse, and until its duration expires, it can be removed only by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/r/remove-curse">remove curse</a> or similar magic.</p>


name: Prayer
level: cleric/oracle 3, inquisitor 3, paladin 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: 40 ft.
area: all allies and foes within a 40-ft.-radius burst centered on you
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
<p>You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.</p><div style="clear:both">
</div>


name: Prediction of Failure
level: sorcerer/wizard 8, witch 8
school: divination [curse, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent or 1 round/level (see text)
saving_throw: Will partial
spell_resistance: yes
description:
<p>You wrack the target’s body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces the duration to 1 round per level. If the target is a spellcaster, failing this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> means it also gains a random minor spellblight.</p>


name: Prehensile Pilfer
level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target’s tail moves and acts more quickly, almost with a mind of its own. When making a full-attack action, the target may use its tail to make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick">dirty trick</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. For the purpose of this attack, the target’s tail is a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapon</a> with a reach of 5 feet. This spell has no effect on creatures lacking a prehensile tail. If the target already has an extra attack from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/h/haste">haste</a> or a similar effect, this spell only allows the tail to make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick">dirty trick</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a>, but does not grant an extra attack.</p>


name: Preserve
school: necromancy
casting_time: 1 standard action
components: V, S, M/DF (a pinch of salt)
range: touch
target: one or more objects touched, up to 1 lb./level
duration: 1 week
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
adept 1, cleric 1, medium 1, occultist 1, ranger 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1

description:
<p>You imbue one or more objects with magic that dramatically slows down natural processes that lead to decay and spoilage.</p><p>For the duration of the spell, food, water, plants, and other perishable objects affected by the spell remain as fresh as they were when the spell was cast. The spell also protects these objects against spells of the same level or lower that cause spoilage, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/putrefy-food-and-drink">putrefy food and drink</a>. When the duration of preserve expires, the objects resume aging at their normal rate.</p><p>The spell also works on severed body parts and the bodies of small creatures as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/g/gentle-repose">gentle repose</a>, provided that the weight of the creature or part does not exceed the spell’s limit.</p><p>Preserve can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell by a caster of 9th level or higher for 500 gp.</p>


name: Preserve Grace
level: cleric 2, inquisitor 1, paladin 1
school: divination [good]
casting_time: 1 minute
components: V, S, F (a silver hand mirror worth 50 gp)
range: touch
target: one good-aligned creature
duration: 1 day
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>You grant a creature the ability to foresee moral consequences, as if the creature were wearing a <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/phylactery-of-faithfulness">phylactery of faithfulness</a>. The spell’s guidance focuses on the protection of beauty and encourages peaceful resolution and mercy.</p>


name: Pressure Adaptation
school: abjuration
casting_time: 1 standard action
components: V, S, M (slime from a cephalopod)
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, hunter 3, investigator 3, psychic 3, ranger 3, shaman 3, summoner 3, summoner (unchained) 3, warpriest 3

description:
<p>The target adapts incredibly quickly to changes in pressure, adjusting to 100 feet of new pressure (or the entire shift, in the case of an instantaneous shift within its native range) after just one successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw instead of the usual five.</p>


name: Prestidigitation
level: bard 0, magus 0, psychic 0, sorcerer/wizard 0
school: universal
casting_time: 1 standard action
components: V, S
range: 10 ft.
duration: 1 hour
saving_throw: see text
spell_resistance: no
description:
<p>Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a <i>prestidigitation</i> spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. <i>Prestidigitation</i> can create small objects, but they look crude and artificial. The materials created by a <i>prestidigitation</i> spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, <i>prestidigitation</i> lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.</p>


name: Primal Regression
level: druid 6, mesmerist 5, psychic 6, shaman 6, witch 7
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature/2 levels, no two of which can be more than 30 feet apart
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell sequesters the targets’ ability for higher reasoning, allowing their darker impulses to come to the fore. An affected target becomes a ravening monster—savage, bloodthirsty, and brutish. Until the spell ends, the targets have all of the following benefits and drawbacks.</p><ul>
<li>Targets’ <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> scores drop to 3 (if the scores were higher), and they are unable to use Intelligenceor <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skills, cast spells, understand language, or communicate coherently.</li>
<li>Targets take a –4 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves.</li>
<li>Targets gain a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> to AC, and 2d8 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>.</li>
</ul><p>These <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> disappear at the end of the spell’s duration.</p><p>When the spell ends, each affected creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw or take 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Intelligence drain</a> and 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Charisma damage</a>.</p>


name: Primal Scream
level: bard 4
school: abjuration [mind-affecting, sonic]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level
description:
<p>You voice a mighty yell from the depths of your soul, invigorating yourself and dispelling <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Paralysis">paralysis</a> effects. This functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/b/break-enchantment">break enchantment</a>, except it only affects you and only frees you from <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Paralysis">paralysis</a> effects. If the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check to break the hostile effect succeeds, you give voice to your scream and the spell takes effect normally; if not, this spell fails without further effect. You can cast this spell even when <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> or unable to speak because of an <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> effect, but not in an area of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/s/silence">silence</a>, if you are unable to speak for reasons other than enchantments or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Paralysis">paralysis</a> (for example, if you are gagged), or if cast in an environment where speaking is not possible.</p>


name: Prismatic Sphere
level: sorcerer/wizard 9
school: abjuration
components: : V
range: 10 ft.
effect: 10-ft.-radius sphere centered on you
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/prismatic-wall/">prismatic wall</a></i>, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.</p><p>The sphere’s <i><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blindness</a></i> effect on creatures with less than 8 HD lasts 2d4 x 10 minutes.</p><p>You can pass into and out of the <i>prismatic sphere</i> and remain near it without harm. When you’re inside it, however, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.</p><p>Typically, only the upper hemisphere of the globe exists, since you are at the center of the sphere, so the lower half is usually occluded by the floor surface you are standing on.</p><p>The colors of the sphere have the same effects as the colors of a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/prismatic-wall/">prismatic wall</a></i>.</p><p><i>Prismatic sphere</i> can be made permanent with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a></i> spell.</p>


name: Prismatic Spray
level: sorcerer/wizard 7
school: evocation
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: see text
spell_resistance: yes
description:
<p>This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="number">1d8</th>
<th class="text">Color of Beam</th>
<th class="text">Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">1</td>
<td class="text">Red</td>
<td class="text">20 points fire damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half)</td>
</tr>
<tr>
<td class="number">2</td>
<td class="text">Orange</td>
<td class="text">40 points acid damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half)</td>
</tr>
<tr>
<td class="number">3</td>
<td class="text">Yellow</td>
<td class="text">80 points electricity damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half)</td>
</tr>
<tr>
<td class="number">4</td>
<td class="text">Green</td>
<td class="text">Poison (<b>Frequency</b> 1/rd. for 6 rd.; <b>Init</b>. <b>effect</b> death; <b>Sec. effect</b> 1 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Con</a>/rd.; <b>Cure</b> 2 consecutive <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> saves)*</td>
</tr>
<tr>
<td class="number">5</td>
<td class="text">Blue</td>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/flesh-to-stone">Flesh to stone</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> negates)</td>
</tr>
<tr>
<td class="number">6</td>
<td class="text">Indigo</td>
<td class="text">Insane, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/i/insanity">insanity</a> spell (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates)</td>
</tr>
<tr>
<td class="number">7</td>
<td class="text">Violet</td>
<td class="text">Sent to another plane (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates)</td>
</tr>
<tr>
<td class="number">8</td>
<td class="text">Struck by two rays</td>
<td class="text">Roll twice more, ignoring any “8” results</td>
</tr>
</tbody>
</table><p class="source">* See <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>.</p>


name: Prismatic Wall
level: sorcerer/wizard 8
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: wall 4 ft./level wide, 2 ft./level high
duration: 10 min./level (D)
saving_throw: see text
spell_resistance: see text
description:
<p><i>Prismatic wall</i> creates a vertical, opaque wall- a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20 feet of the wall is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> by the colors for 2d4 rounds if it looks at the wall.</p><p>The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A <i>prismatic wall</i> spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.</p><p>Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.</p><p>The wall can be destroyed, color by color, in consecutive order, by casting the specified spells on the wall; however, the first color must be brought down before the second can be affected, and so on. A <i>rod of cancellation</i> or a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mage-s-disjunction">mage’s disjunction</a> spell destroys a <i>prismatic wall</i>, but an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a> fails to penetrate it. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">Dispel magic</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">greater dispel magic</a> can only be used on the wall once all the other colors have been destroyed. Spell Resistance is effective against a <i>prismatic wall</i>, but the caster level check must be repeated for each color present.</p><p><i>Prismatic wall</i> can be made permanent with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a></i> spell.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Order</th>
<th class="text">Color</th>
<th class="text">Effect of Color</th>
<th class="text">Negated by</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">1st</td>
<td class="text">Red</td>
<td class="text">Stops non-magical ranged weapons.<br/>Deals 20 points of fire damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half).</td>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/c/cone-of-cold"><i>Cone of cold</i></a></td>
</tr>
<tr>
<td class="number">2nd</td>
<td class="text">Orange</td>
<td class="text">Stops magical ranged weapons.<br/>Deals 40 points of acid damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half).</td>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/g/gust-of-wind"><i>Gust of wind</i></a></td>
</tr>
<tr>
<td class="number">3rd</td>
<td class="text">Yellow</td>
<td class="text">Stops poisons, gases, and petrification.<br/>Deals 80 points of electricity damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half).</td>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate"><i>Disintegrate</i></a></td>
</tr>
<tr>
<td class="number">4th</td>
<td class="text">Green</td>
<td class="text">Stops breath weapons.<br/>Poison (<b>Frequency</b>: 1/rd. for 6 rd.; <b>init. effect</b>: death, <b>sec. effect</b>: 1 Con/rd.; <b>Cure</b> 2 consecutive <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> saves).</td>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/passwall"><i>Passwall</i></a></td>
</tr>
<tr>
<td class="number">5th</td>
<td class="text">Blue</td>
<td class="text">Stops divination and mental attacks.<br/>Turned to stone (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> negates).</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic-missile"><i>Magic missile</i></a></td>
</tr>
<tr>
<td class="number">6th</td>
<td class="text">Indigo</td>
<td class="text">Stops all spells.<br/> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or become insane (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/insanity">insanity</a> spell).</td>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daylight"><i>Daylight</i></a></td>
</tr>
<tr>
<td class="number">7th</td>
<td class="text">Violet</td>
<td class="text">Energy field destroys all objects and effects.*<br/>Creatures sent to another plane (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates).</td>
<td class="text"><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">Dispel magic</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>greater dispel magic</i></a></td>
</tr>
</tbody>
</table><p class="source">* The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and Spell Resistance might render some colors ineffective (see above).</p>


name: Probe History (Half-Elf)
level: bard 3, cleric 4, inquisitor 4, medium 2, mesmerist 3, occultist 3, sorcerer/wizard 4
school: divination
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You gain a glimpse of a potential reality similar to this one but that never was. If the target fails her <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, you can ask about one topic and attempt the appropriate <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check with a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a>; track <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks attempted with this spell separately for the purpose of disallowing retries on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks. You learn information on that topic from a reality in which you were an acquaintance of the target, although the differences in that reality might cause the answer to be subtly different than in your own. Once you have probed a target’s history, successfully or not, you cannot target the same creature’s history or search for the same information in another creature’s history.</p>


name: Produce Flame
level: druid 1, shaman 1
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: flame in your palm
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
<p>Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.</p><p>In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.</p><p>This spell does not function underwater.</p>


name: Profane Nimbus
level: antipaladin 4, cleric 5, inquisitor 5
school: evocation [evil]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You are surrounded by a nimbus of shadow shaped like your god’s unholy symbol or a symbol of your faith. Any good creature striking you with unarmed strikes, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a>, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +15).</p><p>Creatures wielding melee weapons with reach are not subject to this damage if they attack you. Spell resistance applies against this damage. You also take half damage from magical attacks with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Good">good descriptor</a>. If such an attack allows a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save for half damage, you take no damage on a successful saving throw.</p>


name: Prognostication
level: cleric 6, inquisitor 6, medium 4, psychic 6, shaman 6, spiritualist 6, witch 6
school: divination
casting_time: 8 hours
components: V, S, M (rare incense and tonics worth 250 gp)
description:
<p>You glimpse the future. <i>Prognostication</i> functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/divination">divination</a> except that the spell can see up to a year and a day into the future. Because of the increased unpredictability of the distant future, <i>prognostication</i> is significantly more cryptic than the already-cryptic <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> spell.</p>


name: Programmed Image
level: bard 6, sorcerer/wizard 6
school: illusion (figment)
components: V, S, M (fleece and jade dust worth 25 gp)
effect: visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
duration: permanent until triggered, then 1 round/level
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silent-image">silent image</a>, except that this spell’s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.</p><p>You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. See <i><a href="https://www.d20pfsrd.com/magic-mouth">magic mouth</a></i> for more details about such triggers.</p>


name: Project Image
level: bard 6, sorcerer/wizard 7
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S, M (a small replica of you worth 5 gp)
range: medium (100 ft. + 10 ft./level)
effect: one shadow duplicate
duration: 1 round/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).</p><p>You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a>.</p><p>If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can’t cast any spells on itself except for <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> spells. The spells affect other targets normally, despite originating from the projected image.</p><p>Objects are affected by the projected image as if they had succeeded on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/t/teleport">teleport</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plane-shift">plane shift</a>, or a similar spell that breaks your line of effect, even momentarily, the spell ends.</p>


