# spell

name: Instant Armor
level: cleric/oracle 2, paladin 2, psychic 2
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level (D)
description:
<p>You instantly wrap your body in a suit of armor made from opaque force. At your option, the armor can be decorated with your religion’s holy symbol in a prominent place, such as upon the breastplate or helm. While it exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the <i>instant armor</i> disappears.</p><p><i>Instant armor</i> acts in all ways as armor typical of its type (<a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor bonus</a>, maximum <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus, <a href="https://www.d20pfsrd.com/equipment/armor/#TOC-Arcane-Spell-Failure-Chance">arcane spell failure chance</a>, and so on). Since <i>instant armor</i> is made of force, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> creatures can’t bypass it the way they do normal armor. The sort of armor you can create with this spell depends on your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Caster Level 
   </th><td class="text">Armor Created</td>
</tr>
<tr>
<td class="text">5th or lower</td>
<td class="text"><a href="https://www.d20pfsrd.com/equipment/armor/chainmail">chainmail</a></td>
</tr>
<tr>
<td class="number">6th-8th</td>
<td class="text"><a href="https://www.d20pfsrd.com/equipment/armor/banded-mail">banded mail</a></td>
</tr>
<tr>
<td class="number">9th-11th</td>
<td class="text"><a href="https://www.d20pfsrd.com/equipment/armor/half-plate">half-plate</a></td>
</tr>
<tr>
<td class="text">12th or higher</td>
<td class="text"><a href="https://www.d20pfsrd.com/equipment/armor/full-plate">full plate</a></td>
</tr>
</thead></table><p>If you choose to create lesser armor than your level allows you gain a +1 magical <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to the armor you do create for every type of armor you pass over. For instance, if you have the capacity to create full plate <i>instant armor</i> you could instead choose to create <i>+1 half-plate</i>, <i>+2 banded mail</i>, or <i>+3 chainmail</i>. You cannot replace these bonuses with armor special properties.</p>


name: Instant Clot
level: alchemist 1, bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, witch 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 1 round/level (D)
saving_throw: none (harmless)
spell_resistance: yes (harmless)
description:
<p><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Bleed-Ex-">Bleed</a> effects on the target immediately end when this spell is cast, and no blood flows out when the target is damaged by a slashing or piercing weapon. The target takes the full amount of damage from attacks, but because the wounds produce no blood, they do not attract creatures with the ability to sense blood, such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/shark/shark">sharks</a>. If the target suffers another <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> effect while this spell is in effect, the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> effect ends and the spell is immediately dismissed.</p>


name: Instant Enemy
level: ranger 3
school: enchantment
casting_time: 1 swift action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>With this spell you designate the target as your <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a> for the remainder of its duration. Select one of your <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a> types. For the duration of the spell, you treat the target as if it were that type of <a href="https://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Favored-Enemy-Ex-">favored enemy</a> for all purposes.</p>


name: Instant Fake
level: bard 3, inquisitor 3, magus 4, mesmerist 3, occultist 3, ranger 3, sorcerer/wizard 4
school: illusion (figment)
casting_time: 1 standard action
components: V, S, M (a piece of costume jewelry)
range: 1 object touched
target: one object weighing no more than 1 lb./level
duration: 1 minute/level
saving_throw: Will disbelief (if interacted with)
spell_resistance: no
description:
<p>You create an illusory duplicate of the target item. If you hold the charge on this spell, you can deliver it while touching an object you steal with <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> or a steal <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>; in this case, the illusion phases into existence exactly as you remove the genuine article, allowing you to instantaneously replace a protected or guarded item with no change in appearance, weight, or other factors.</p><p>The <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> appears to be a perfect replica. Actively examining the fake with an <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a> or <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check grants a creature a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, but on a failed saving throw, it concludes that the fake is the genuine article. The <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> isn’t a functional item, nor does it have any magical properties of the original. For example, an instant fake of a set of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Tools-Thieves-">thieves’ tools</a> can’t be used to pick a lock, a false <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/warhammer">warhammer</a> can’t harm a person or break an object, a suit of unreal chainmail offers no actual protection, and an illusory <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion of</a> <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/c/cure-light-wounds">cure light wounds</a> doesn’t heal any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> when imbibed.</p>


name: Instant Portrait
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: touch
effect: a monochromatic illustration up to 1 square foot in area
duration: instantaneous
saving_throw: none
spell_resistance: no
level:
bard 1, cleric 1, inquisitor 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1, summoner 1, witch 1

description:
<p>You touch a surface and produce a painted portrait of either yourself or a creature you can see without needing to attempt a <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> (painting) check. The surface to be affected must be relatively flat, such as a piece of <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Paper">paper</a> or a wall. The image can be any color of your choice, but is monochromatic. While it is of too poor a quality to sell, it is otherwise accurate enough to recognize the subject or to serve as a target for the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/enter-image">enter image</a> spell. The portrait reflects your perception of the creature depicted, including any disguises, magical or mundane, that the subject is wearing at the time of the painting’s creation.</p><p>The portrait is only as durable as normal paint and can be removed by mundane means.</p>


name: Instant Restoration
level: cleric 4, druid 4, shaman 4, summoner 4, witch 4
school: conjuration (healing)
casting_time: 1 immediate action
components: V, S, F/DF (a thimble of water and a seed)
range: close (25 ft. + 5 ft./2 levels)
target: one summoned creature you control
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p><i>Instant restoration</i> channels planar energy into a summoned creature. This spell can be cast as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> when a summoned creature you control drops to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>.</p><p>Rather than immediately disappear, the creature is healed for 4d8 hp + 1 hit point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 4d8+10 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>). If this healing brings your summoned creature’s hit point total to 1 or more <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, it remains as if its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> had never dropped to 0 or fewer. Creatures slain by death effects cannot be saved by <i>instant restoration</i>. A <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> can target his <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a> with this spell.</p>


name: Instant Suffocation
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/s/slay-living"><i>slay living</i></a>, and kills by immediate <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Suffocation">suffocation</a>. Creatures that do not need to breathe are immune to this spell. The target is considered to have taken a dose of keif for the purpose of addiction and withdrawal effects.</p>


name: Instant Summons
level: sorcerer/wizard 7, witch 7
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M (sapphire worth 1,000 gp)
range: see text
target: one object weighing 10 lbs. or less whose longest dimension is 6 ft. or less
duration: permanent until discharged
saving_throw: none
spell_resistance: no
description:
<p>You call some nonliving item directly to your hand from virtually any location.</p><p>First, you must place your <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/a/arcane-mark"><i>arcane mark</i></a> on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.</p><p>If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.</p><p>The inscription on the gem is invisible. It is also unreadable, except by means of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/read-magic">read magic</a> spell, to anyone but you.</p><p>The item can be summoned from another plane, but only if no other creature has claimed ownership of it.</p><div style="margin-left:20px">


name: Instant Weapon
level: bard 2, bloodrager 2, cleric 2, inquisitor 2, magus 2, sorcerer/wizard 2
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S
range: 0 ft.
effect: melee weapon of opaque force
duration: 1 minute/level
description:
<p>You create a melee weapon sized appropriately for you from opaque force.</p><p>You are considered proficient with this weapon, which acts in all ways as a masterwork weapon typical of its type. The instant weapon has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 20 and the same number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> as a typical weapon of its type. As a force effect, it can strike and damage <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures. If the instant weapon leaves your hand at any time, the spell ends at the beginning of your next turn.</p>


name: Instigate Psychic Duel
level: medium 2, mesmerist 2, occultist 2, psychic 2, spiritualist 2
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level) Targets one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You begin a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-rules/psychic-duels/">psychic duel</a> with a creature. This psychic duel takes place on a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-rules/mindscapes/#Binary_Mindscapes">binary mindscape</a> that includes only two minds: yours and the target’s. This spell ends and both minds return to their respective bodies if one of you drops below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or if both of you agree to end the psychic duel (a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> that you can perform even if it isn’t your turn).</p><p>Even if you cast the spell, you must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to escape your own psychic duel if your opponent doesn’t want to allow you to leave. Spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mindscape-door/"><i>mindscape door</i></a> can also free you from the <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-rules/mindscapes">mindscape</a> (and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mindscape-door/"><i>mindscape door</i></a> is one of the few spells you can cast in a binary mindscape). A binary mindscape is clearly illusory, and disbelieving the illusion doesn’t alter how the mindscape works.</p>


name: Instrument of Agony
level: cleric 2, inquisitor 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: weapon touched
duration: 1 minutes/level
saving_throw: Will negates (harmless, object), see text
spell_resistance: yes (harmless, object), see text
description:
<p>You cause a weapon to exude a palpable aura of divine fury. While wielding this weapon, a creature 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/skills/intimidate">Intimidate</a> checks. When an attack made using the targeted weapon hits, the wielder can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> to discharge the effect to inflict agony on the creature the weapon hit. If that creature has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, it applies against this effect. If the creature fails a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1d4+1 rounds. If it succeeds at the saving throw, the creature is instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round. The <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> condition created by the instrument is a mind-affecting effect.</p>


name: Intellect Fortress I
level: psychic 4
school: abjuration
casting_time: 1 immediate action
components: V
range: 20 ft.
area: 20-ft.-radius emanation centered on you
duration: 1 round
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>Using the power of pure logic, you disrupt mental attacks. Intellect fortress I suppresses all effects with the emotion and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> descriptors for its duration.</p><div style="margin-left:20px">


name: Intensify Psyche
school: enchantment [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: one creature
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
level:
arcanist 2, bard 1, cleric/oracle 2, medium 2, mesmerist 1, psychic 2, skald 1, sorcerer/wizard 2, spiritualist 2, warpriest 2, witch 2

description:
<p class="description">A sense of euphoria suffuses the target, amplifying all sensations, good or bad.</p><p>The target creature gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a>, <a href="https://www.d20pfsrd.com/skills/perform">Perform</a>, and <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks. In addition, the DC for any spells or effects with the emotion or pain descriptors cast or caused by the target increases by 1 while the target is under the effects of the spell. However, increased sensitivity causes the target to take a –2 penalty on saving throws against spells and effects with the emotion or <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Pain">pain descriptor</a>.</p>


name: Interplanetary Teleport
level: cleric/oracle 9, sorcerer/wizard 9
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: personal and touch
target: you and touched objects or other touched willing creatures
duration: instantaneous
saving_throw: none and Will negates (object)
spell_resistance: no and yes (object)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/t/teleport">teleport</a>, except there is truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to (“the third planet from the sun” is an acceptable destination, but “a habitable world near that bright star” is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.</p>


name: Interposing Hand
level: magus 5, sorcerer/wizard 5
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a soft glove)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft. hand
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p><i>Interposing hand</i> creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> (+4 AC) for you against that opponent. Nothing can fool the hand–it sticks with the selected opponent in spite of darkness, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility">invisibility</a>, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.</p><p>An <i>interposing hand</i> is 10 feet long and about that wide with its fingers outstretched. It has as many <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> as you do when you’re undamaged, and is AC 20 (-1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.</p><p>The hand never provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> from opponents. It cannot push through a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-force">wall of force</a> or enter an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a>, but it suffers the full effect of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/prismatic-wall">prismatic wall</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/prismatic-sphere">prismatic sphere</a>. The hand makes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> as its caster.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">Disintegrate</a> or a successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> destroys it.</p><p>Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks. </p><p>Directing the spell to a new target is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>.</p>


name: Interrogation
level: inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: necromancy [evil, pain]
casting_time: 1 round
components: V, S
range: touch
target: living creature touched
duration: 1 minute/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can either answer the question or take 1d4 points of damage plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> bonus. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks to convince you when it is lying.</p><p><a name="greater"></a></p><p><a name="greater"></a><b>Interrogation, Greater</b></p><div style="margin-left: 40px">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">necromancy</a> [evil, pain]; <b>Level</b> <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitor</a> 4, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 4</p>
<p class="divider">DESCRIPTION</p>
<p>This spell functions as <i>interrogation</i>, except you may ask one question per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and the spell deals damage equal to 1d8 points plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> bonus if the target doesn’t answer a question.</p>
</div>


name: Inveigle Monster
level: bard 5, mesmerist 5, psychic 6, sorcerer/wizard 7, witch 7
school: enchantment (charm) [mind-affecting]
target: one living creature
duration: 1 day/level
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/inveigle-person"><i>inveigle person</i></a> except as noted above.</p>


name: Inveigle Person
level: bard 3, mesmerist 3, psychic 3, sorcerer/wizard 4, witch 4
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, M (a drop of alcohol)
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause the target to become extremely amiable. The target treats all other living creatures as if it were friendly toward them. Any overtly hostile or harmful act toward the target by any living creature ends the spell.</p><p>An inveigled creature attempts to fulfill multiple requests in the same manner as it would favors for its true friends. If such requests conflict, it usually chooses the more reasonable option—overriding this preference requires succeeding at an opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check, as if under multiple forms of mental control.</p>


name: Investigative Mind
level: alchemist 2, bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level or until discharged
description:
<p>Your mind is able to correlate information effectively. When attempting an <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a>, <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a>, <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a>, or <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check, you can roll twice and take the higher result. If you have an ability that allows you to roll twice, you cannot use that ability and this benefit on the same roll.</p><p>The spell is discharged once you have used its benefit a number of times equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Invigorate
level: bard 1, psychic 1
school: illusion [figment]
casting_time: 1 standard action
components: V
range: touch
duration: 10 minutes/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell banishes feelings of weariness. For the duration, the subject takes no penalties 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> conditions. The effect of <i>invigorate</i> is merely an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>, however, not a substitute for actual rest or respite. When the spell ends, the subject takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>, along with the return of the original condition(s). A creature can be under the effects of only one <i>invigorate</i> spell at a time; if it is cast a second time on that creature, the first immediately ends.</p>


name: Invigorating Poison
level: alchemist 2, cleric 2, druid 2, shaman 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (an apple seed)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The body of the target creature gains a metabolic response that allows it to benefit from normally deadly toxins. When a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> would cause <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> to the target creature, the target instead gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Alchemical-">alchemical bonus</a> to that ability score. The spell then immediately ends, but the bonus lasts for a number of minutes equal to the amount of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> would have caused. If the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> would deal more than one type of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a>, each bonus has a separate duration.</p><p>If the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> has effects other than <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> (such as unconsciousness or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">ability drain</a>), these effects apply normally.</p><p>This spell affects only a single <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>; if multiple poisons affect the target simultaneously, this spell prevents only <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> and grants the appropriate bonuses for the poison that would cause the most damage.</p>


name: Invigorating Repose
level: cleric/oracle 5 (Magrim)
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 hour or until discharged
description:
<p>This spell enhances your spells that bring the dead back to life. If you cast <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/raise-dead">raise dead</a>, the target creature is restored to full hit points. If you cast <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/breath-of-life">breath of life</a>, that spell can revive a dead target as long as you cast it within a number of rounds equal to half your caster level, and the healing effect is treated as if the spell were empowered with the <a href="https://www.d20pfsrd.com/feats/metamagic-feats/empower-spell-metamagic">Empower Spell</a> feat. Casting any of these spells discharges the <i>invigorating repose</i> spell.</p>


name: Invisibility
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M/DF (an eyelash encased in gum arabic)
range: personal or touch
target: you or a creature or object weighing no more than 100 lbs./level
duration: 1 min./level (D)
saving_throw: Will negates (harmless) or Will negates (harmless, object)
spell_resistance: yes (harmless) or yes (harmless, object)
level:
alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2

description:
<p>The creature or object touched becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.</p><p>Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.</p><p>Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creature has a +40 bonus on its <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bless">bless</a> that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.</p><p><i>Invisibility</i> can be made permanent (on objects only) with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a></i> spell.</p><p><a name="greater"></a></p><div style="margin-left: 40px">


name: Invisibility Alarm
level: alchemist 1, bard 1, inquisitor 1, psychic 1, ranger 1, sorcerer/wizard 1 Duration 10 minutes/level
school: abjuration
duration: 10 minutes/level
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/a/alarm/" style="font-style: italic">alarm</a>, except it is triggered only by <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creatures entering or leaving the warded area. The spell has a different mental alarm depending on whether the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creature is entering or leaving the area. This spell does not aid you in sensing or pinpointing the location of an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creature within the spell’s area.</p><p><i>Invisibility alarm</i> can be made permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/" style="font-style: italic">permanency</a> spell by a caster of 9th level or higher at a cost of 2,500 gp.</p>


name: Invisibility Bubble
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (needle from a sea urchin)
range: touch
area: touched creature’s space, up to one 5-foot-cube
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, antipaladin 2, arcanist 2, bard 2, inquisitor 2, investigator 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, skald 2, sorcerer/wizard 2, spiritualist 2, summoner 2, summoner (unchained) 2

description:
<p>A glamered bubble surrounds the target’s space, rendering her completely <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> underwater by hiding both the target and any water she displaces. Because of the bubble’s size limit, this spell works only on Medium or smaller targets. Other objects and creatures within the bubble’s space are also <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> while they stay in the space, which could reveal the spell’s existence to a <a href="https://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-talents/canny-observer-ex">canny observer</a> who notices fish disappearing into the bubble and reappearing on the other side. Creatures inside the bubble can see each other, which allows foes who can pinpoint the bubble’s location (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragons</a>) to stick their heads into the bubble in order to see the target. Any creature on the inside of the bubble that takes any action that would break <a href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility" style="font-style: italic">invisibility</a> pops the bubble and ends the spell early. On land, the bubble is clearly visible, acting much as <a href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility" style="font-style: italic">invisibility</a> does in the water. Unlike with <a href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility" style="font-style: italic">invisibility</a>, the inside of the bubble blocks light from escaping the bubble, meaning that light sources inside the bubble don’t illuminate past its edges, but also don’t reveal a telltale glow.</p><div style="margin-left: 20px">


name: Invisibility Purge
level: cleric/oracle 3, inquisitor 3
school: evocation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level (D)
description:
<p>You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility">invisibility</a>.</p><p>Anything <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> becomes visible while in the area.</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;">Does <i>invisibility purge</i> work on creatures that are naturally invisible?</p>
<p>In general, yes–nothing in the spell description says it only works on spells or other magical sources of invisibility. However, note that the 
<a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/invisible-stalker">invisible stalker’s</a> natural invisibility specifically says that it is not subject to invisibility purge. Thus, 
<a href="https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/will-o--wisp">will-o’-wisps</a> and 
<a href="https://www.d20pfsrd.com/bestiary/monster-listings/fey/pixie">pixies</a> become visible, but 
<a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/invisible-stalker">invisible stalkers</a> do not.</p>
<p class="source">[<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/faq#v5748eaic9o62" rel="nofollow" target="_blank">Source</a>]</p>
</div>
</div>


name: Invisibility Sphere
level: bard 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, unchained summoner 3
school: illusion (glamer)
components: : V, S, M
area: 10-ft.-radius emanation around the creature
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility/">invisibility</a></i>, except that this spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient.</p><p>Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the <i>invisibility sphere</i> ends.</p>


name: Invoke Deity
level: antipaladin 4, cleric 6, inquisitor 6, medium 4, occultist 6, paladin 4, ranger 4, witch 6
school: transmutation [see text]
casting_time: 1 round
components: V, S, M (incense worth 1,000 gp), F (a bejeweled holy symbol of your patron deity worth 2,500 gp)
range: personal
target: you
duration: 10 minutes/level
description:
<p>By holding aloft a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Symbol">holy symbol</a> and calling your deity’s name, you take on an aspect of that divinity. When you cast this spell, choose a domain offered by your deity. You gain that domain’s benefits from the list below, along with the listed physical changes; abilities that allow a saving throw use this spell’s DC. At any point during the duration of this spell, you can change which domain benefit you gain by concentrating for 1 round—this provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> and reduces the remaining duration of the spell by 10 minutes. If you have less than 10 minutes of the spell’s duration remaining, you cannot change the selected domain in this way. If you change your domain, all ongoing effects from your previously chosen domain end.</p><p>You must worship a single divinity in order to cast this spell, even if you do not normally cast divine spells. If you perform an action that blatantly violates your deity’s precepts while under this spell’s effects, invoke deity immediately ends and you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for a number of rounds equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>.</p><p>Invoke deity has the same <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> descriptors ([chaotic], [evil], [good], or [lawful]) as your deity’s alignment. If an ability duplicates a spell, it functions as that spell <a href="https://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic">heightened</a> to a level equal to your invoke deity spell.</p><ul>
<li><b>Air</b>: You become wispy and translucent. You gain a fly speed of 60 feet with perfect maneuverability, or you increase your current fly speed by 30 feet—whichever results in a faster speed. While flying, you gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Dodge-Bonus">dodge bonus</a> to your AC.</li>
<li><b>Animal</b>: Your form becomes bestial with animalistic features. You gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>, and a bite attack that deals damage as normal for a creature of your size. If you already have a bite attack, the damage increases as if you increased one size category. You can use <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals">speak with animals</a> at will.</li>
<li><b>Artifice</b>: Parts of your body are replaced by pistons and gears. You can be affected by spells that specifically affect <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a> (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/make-whole">make whole</a>). You are immune to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, and <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effects, and you gain a +4 bonus on saving throws against death effects, <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects, and <a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">necromancy</a> effects.</li>
<li><b>Chaos</b>: Your flesh churns and swirls chaotically. You are immune to additional damage from critical hits and precision damage (such as <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attack</a> damage), and weapons you wield count as chaotic for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</li>
<li><b>Charm</b>: You become overwhelmingly attractive and persuasive. You 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-Charisma-Cha-">Charisma</a>.</li>
<li><b>Community</b>: Your voice echoes with the sound of multitudes. Select a number of creatures within 30 feet equal to your level divided by three—you gain the effects of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/status">status</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/telepathic-bond">telepathic bond</a> with those creatures.</li>
<li><b>Darkness</b>: Your eyes become solid black orbs. You become immune to blindness and can see perfectly in darkness of any kind, even that created by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness">deeper darkness</a> spell.</li>
<li><b>Death</b>: Your flesh becomes pallid. You are healed by both positive and negative energy, are immune to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/energy-drain">energy drain</a> and death effects, and automatically <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable">stabilize</a> when reduced below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>.</li>
<li><b>Destruction</b>: The air around you crackles. You gain a +2 bonus on damage rolls with two-handed melee weapons. Spells you cast that cause hit point damage have their save DCs (if any) increased by 1. You gain a +4 bonus on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> checks to break objects, and you ignore the first 5 points of <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> any object has when you attack it with a melee weapon.</li>
<li><b>Earth</b>: Your flesh becomes stony. You gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 10/bludgeoning and are immune to petrification effects.</li>
<li><b>Evil</b>: Your appearance becomes corrupted and fiendish. You automatically confirm critical hits, and weapons you wield count as evil for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</li>
<li><b>Fire</b>: Your hair ignites into flames. You are immune to fire. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> once per minute, you can fire a ray of flame, as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scorching-ray">scorching ray</a> (limit one ray).</li>
<li><b>Glory</b>: Your countenance becomes stern and implacable, and your wrath devastates the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>. You gain the benefits of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heroism">heroism</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a>, and your first successful attack each round against an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> target deals an additional 1d6 points of positive energy damage.</li>
<li><b>Good</b>: Your appearance becomes pristine and angelic. You are immune to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> and <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> effects, and weapons you wield count as good for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</li>
<li><b>Healing</b>: Your appearance becomes hale and hearty. You gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> 3, and your spells and class features that restore <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> each restore an additional 1d8 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>.</li>
<li><b>Knowledge</b>: You are surrounded by the sound of numerous turning pages. You 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-Intelligence-Int-">Intelligence</a>.</li>
<li><b>Law</b>: A haze of mathematical symbols hovers around you. You are immune to hostile <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a> effects and all <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/confusion">confusion</a> effects, and weapons you wield count as lawful for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</li>
<li><b>Liberation</b>: Your form becomes lithe and flexible. You 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-Dexterity-Dex-">Dexterity</a>.</li>
<li><b>Luck</b>: The faint sound of tinkling bells plays around you. You gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> and on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, ability checks, saving throws, and skill checks. As an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, you can force a single creature within 10 feet to reroll a single d20 it just rolled—you must use this ability before the results of the d20 roll are known. Each time you use this ability, the remaining duration of invoke deity decreases by 10 minutes, and you can’t use this ability if you have less than 10 minutes remaining of the spell’s duration.</li>
<li><b>Madness</b>: Your voice takes on an eerie, grating quality. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can inflict madness on a creature within 30 feet; that creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 1d4 rounds. You cannot target a creature more than once a minute with this effect.</li>
<li>Magic: You shimmer with magical power. You gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> equal to 11 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> against hostile spells.</li>
<li><b>Nobility</b>: Your voice becomes resonant and imperious. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, you can issue one order to a single creature within 30 feet. This effect functions as if you had cast the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/command">command</a>.</li>
<li><b>Plant</b>: Your appearance becomes plantlike, with leafy hair and green skin. You become immune to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Paralysis">paralysis</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph">polymorph</a> effects, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sleep">sleep</a> effects, and stunning.</li>
<li><b>Protection</b>: An aura of protective energy surrounds you. Select three of the following spells: <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/delay-poison">delay poison</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/false-life">false life</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mage-armor">mage armor</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-chaos">protection from chaos</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-good">protection from good</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-law">protection from law</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resist-energy">resist energy</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shield">shield</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shield-of-faith">shield of faith</a>; you gain the protective benefits of those spells.</li>
<li><b>Repose</b>: Your eyes become pure, bleak white. You 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-Wisdom-Wis-">Wisdom</a>.</li>
<li><b>Rune</b>: Your skin is marked with runic tattoos. Your presence does not trigger the effects of glyphs of warding, symbol spells, and similar effects unless you choose to, and you are immune to their harmful effects. You can use <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/read-magic">read magic</a> at will and can resolve the effects of <a href="https://www.d20pfsrd.com/magic-items/scrolls" style="font-style: italic">scrolls</a> using your own <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> rather than the <a href="https://www.d20pfsrd.com/magic-items/scrolls" style="font-style: italic">scroll’s</a> <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</li>
<li><b>Scalykind</b>: Your flesh becomes squamous, and your mouth grows venomous fangs. You gain a bite attack that deals damage as normal for a creature of your size; if you already have a bite attack, the damage increases as if you had increased one size category. Each creature you bite must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d4 rounds (or if already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round); this is a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> effect.</li>
<li><b>Strength</b>: Your body visibly ripples with muscle. You 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>.</li>
<li><b>Sun</b>: Your form blazes with solar light. You are immune to blindness, the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> condition, and all effects generated by powerful light (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/searing-light">searing light</a>, sunray, or the blinding light of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/shining-child">shining child</a>), and you radiate light as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daylight">daylight</a> spell. Creatures that are harmed or hindered by sunlight take a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> against you, and you gain a +2 bonus on saving throws against effects originating from such creatures.</li>
<li><b>Travel</b>: Faint afterimages trail behind you when you move. You 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-Constitution-Con-">Constitution</a>.</li>
<li><b>Trickery</b>: Your appearance changes as you desire (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/v/veil">veil</a>, except affecting only yourself). Changing your appearance is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. You gain a +4 bonus on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a>, <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a>, and <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks.</li>
<li><b>Void</b>: Your clothes and hair seem to float about you, as if you were adrift in a weightless environment. You are immune to cold damage and no longer need to breathe. You can exist comfortably in the depths of outer space.</li>
<li><b>War</b>: You are surrounded by the sounds of battle. You gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> with your deity’s favored weapon and deal an additional 1d6 points of damage with your deity’s favored weapon each time you hit a foe. You can use your deity’s favored weapon as a divine focus or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/toys-games-puzzles#TOC-Holy-Symbol">holy symbol</a>.</li>
<li><b>Water</b>: You gain gills, webbed fingers, and other ichthyic features. You gain a swim speed of 40 feet, can breathe water, and ignore the usual penalties on weapon attack and damage rolls from fighting underwater.</li>
<li><b>Weather</b>: Your hair and clothing are constantly wind-tossed, and you crackle with electricity. You do not take penalties or damage or suffer from reduced visibility or other effects due to natural weather. You are immune to electricity damage, and your <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/call-lightning">call lightning</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/call-lightning-storm">call lightning storm</a> spells and effects always function as though called outdoors in stormy weather.</li>
</ul>


name: Invoke Primal Power
level: druid 5
school: transmutation
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>This spell must be cast as you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Shape-Su-">wild shape</a> to assume the form of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> of at least Large size. When you assume the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> form, it takes on many of the primal characteristics of the savage, prehistoric creatures that dwell in the Realm of the Mammoth Lords. When this spell’s duration expires, you return to your natural form automatically-in effect, you shorten the duration of that use of <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Shape-Su-">wild shape</a> to the duration of this spell when you cast invoke primal power.</p><p>In addition to the normal effects you gain upon assuming the <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Shape-Su-">wild shape</a>, you also 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 and increase the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> granted by the effect by 2 (thus, if you assume the size of a Large <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> as if via <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/beast-shape">beast shape</a> II, your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> is +6 instead of +4). Furthermore, you gain one of the following additional abilities while you are in your enhanced <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Shape-Su-">wild shape</a> form. At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 13th, you gain two of the following abilities, and at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 17th, you gain three of the abilities.</p><p><b>Cold Resistance</b>: Your new body is covered with thick layers of fur and insulating blubber. You gain cold <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> 30.</p><p><b>Ferocity</b>: You remain conscious and can continue to fight even if your hit point total is below 0. You are still <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> and lose 1 hit point each round, and still die when your hit point total reaches a negative amount equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score.</p><p><b>Giant Slayer</b>: Your new form is particularly suited for slaying <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants">giants</a>. Against creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Giant">giant</a> subtype, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and on damage rolls with your new form’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a>.</p><p><b>Powerful Charge</b>: Choose one of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> you gain from your new form. When you make a charge attack, this <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a> deals 2d6 additional points of damage in addition to the normal benefits and hazards of a charge. This damage applies only to the first attack you make when you perform your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a>.</p><p><b>Rend</b>: Once per round, if you hit the same target with two or more <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> in a round, you <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rend-Ex-">rend</a> the target of those attacks, dealing 2d6 additional points of damage.</p><p><b>Swift</b>: Your new form’s base speed increases by 20 feet.</p><p><b>Trample</b>: As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, you can attempt to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Overrun">overrun</a> any creature that is at least one size category smaller than you. This works just like the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Overrun">overrun</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>, but you do not need to attempt a check; you merely have to move over your opponents. Targets take damage equal to 2d6 plus 1-1/2 times your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier from your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Trample-Ex-">trample</a>, and can make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> against you, but at a -4 penalty. If a targets forgoes an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>, it can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save to avoid the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Trample-Ex-">trample</a> and take half damage. The save DC against this effect is equal to 10 + half 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-Strength-Str-">Strength</a> modifier. You can deal only trampling damage to each target once per round, no matter how many times your movement takes you over a target creature.</p><p><b>Trip</b>: Choose one of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> granted to you by your new form. Up to once per round, you can attempt to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> an opponent as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> without provoking an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> if you hit with the specified attack. If the attempt fails, you are not <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">tripped</a> in return.</p>


name: Iron Body
level: sorcerer/wizard 8
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a piece of iron from an iron golem, a hero’s armor, or a war machine)
range: personal
target: you
duration: 1 min./level (D)
description:
<p>This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 15/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a>. You are immune to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blindness</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Critical-Hit" rel="nofollow">critical hits</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability score damage</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafness</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>, <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Drowning">drowning</a>, electricity, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunning</a>, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire. However, you also become vulnerable to all special attacks that affect <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-iron">iron golems</a>.</p><p>You gain a +6 enhancement bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score, but you take a -6 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> as well (to a minimum <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 35% and a -6 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use <a href="https://www.d20pfsrd.com/magic-items/potions">potions</a>) or play wind instruments.</p><p>Your unarmed attack deals damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.</p><p>Your weight increases by a factor of 10, causing you to sink in water like a stone. However, you could survive the lack of air at the bottom of the ocean–at least until the spell duration expires.</p>


name: Iron Spine
level: arcanist 3, cleric/oracle 4, magus 3, sorcerer/wizard 3, warpriest 4, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF ( cold iron ingot)
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level
saving_throw: none
spell_resistance: yes
description:
<p class="description">You launch an ingot of iron at the target.</p><p>If you succeed at a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>, the target’s skeleton or exoskeleton turns into jagged shards of <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a>. Whenever the target moves, it takes 1d6 points of piercing damage and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round as metal spines stab into its flesh. This damage is subject to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>, but it overcomes <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> as though it were a weapon of <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> and magic. A creature affected by this spell can choose to remain motionless to avoid taking damage. Creatures with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> and magic affected by this spell are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> instead of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.</p>


name: Iron Stake
level: cleric 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a pinch of iron filings)
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous or 1 round/level; see text
saving_throw: Fortitude partial
spell_resistance: no
description:
<p>This spell creates a 1-foot-long spike of <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> that you fling at your target as a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. the stake is treated as a magic and <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> weapon for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>, and deals 1d6 points of piercing damage for every 2 caster levels you have (maximum 10d6 at 20th level).</p><p>Additionally, if a creature with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a>/<a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> takes damage from this spell, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round and must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. If it fails, for a number of rounds equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, it must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (in addition to any normally required <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks) to use any spells or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> it has—the DC of this check is equal to 15 + twice the spell’s level. If the creature fails this <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check, its spell is wasted.</p>


name: Ironbeard
level: antipaladin 1, cleric 1, magus 1, paladin 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell causes a brushy beard of stiff iron to erupt from the face of a willing target. The ironbeard grants a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor bonus</a> to AC, and this bonus stacks with any armor worn by the creature. The ironbeard may also be used as a weapon equivalent to <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> <a href="https://www.d20pfsrd.com/equipment/armor/armor-spikes">armor spikes</a>. The ironbeard makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance.</p>


name: Ironskin
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF/M (a pinch of forge soot)
range: personal
target: you
duration: 1 minute/level (D; see text)
level:
alchemist 2, antipaladin 2, bloodrager 2, cleric 2, druid 2, paladin 2, psychic 2, ranger 2, witch 2

description:
<p class="description">Your skin hardens and takes on the color and texture of rough iron.</p><p>You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to your existing <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> (if you do not have a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>, you are considered to have an effective <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a> of +0).</p><p>This <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level.</p><p>While you’re under the effects of this spell, if an opponent confirms 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> against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate 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> and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.</p><p><em>Note*: </em>The math is incorrect in the spell description, and should cap at 16th level. Though there’s been some dialogue about whether the prior change to 16th level or if the bonus is to iterate at “every 4 caster levels above 3rd” (like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/admonishing-ray/">admonishing ray</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scorching-ray/">scorching ray</a>, etc), no update from Paizo has been provided. </p>


name: Ironwood
level: druid 6
school: transmutation
casting_time: 1 minute/lb. created
components: V, S, F (wood to be transformed)
range: 0 ft.
effect: an object weighing up to 5 lbs./level
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
<p><i>Ironwood</i> is a magical substance created by <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a> from normal wood. While remaining natural wood in almost every way, <i>ironwood</i> is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on <i>ironwood</i>. Spells that affect wood do affect <i>ironwood</i>, although <i>ironwood</i> does not burn. Using this spell with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wood-shape">wood shape</a> or a wood-related <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a>.</p><p>Further, if you make only half as much <i>ironwood</i> as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.</p>


name: Irradiate
level: cleric 3, druid 4, magus 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: special (see below)
duration: instantaneous
saving_throw: Fortitude partial (see below)
spell_resistance: no
description:
<p>The spell’s area of effect floods with dangerous <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/">radiation</a>. The strength of the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/">radiation</a> you create depends on your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, as detailed below. The central irradiated area is always a 10-foot-radius spread that expands normally per the rules for <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/">radiation</a> areas of effect. Creatures within the area are exposed to the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/">radiation</a> only once; the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/">radiation</a> does not linger in the area. The save to resist the <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/">radiation</a> effects is set by the spell, not the standard save DC for radiation.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Caster Level</th>
<th class="text">Radiation Level</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">6th or lower</td>
<td class="text">Low</td>
</tr>
<tr>
<td class="text">7th–9th</td>
<td class="text">Medium</td>
</tr>
<tr>
<td class="text">10th–16th</td>
<td class="text">High</td>
</tr>
<tr>
<td class="text">17th or higher</td>
<td class="text">Severe</td>
</tr>
</tbody>
</table>


name: Irregular Size
school: transmutation [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: permanent
saving_throw: Fort negates
spell_resistance: yes
level:
antipaladin 3, bloodrager 4, cleric 3, medium 2, mesmerist 3, occultist 3, shaman 3, sorcerer/wizard 4, spiritualist 4, witch 3

description:
<p>You curse a creature so one set of its limbs (typically its arms, legs, or wings) shrivels in size.</p><p style="margin-left:40px"><i>Arms</i>: The creature counts as one size category smaller for the purpose of determining the size of weapon it can wield. If the creature is capable of making <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> with its arms, the damage dealt by those attacks decreases as though the target were one size category smaller than its actual size.</p><p style="margin-left:40px"><i>Legs</i>: The creature’s base speed decreases by 10 feet (to a minimum of 5 feet) and its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score counts as 4 lower for the purpose of determining its carrying capacity.</p><p style="margin-left:40px"><i>Wings</i>: The creature’s fly speed decreases by 10 feet (to a minimum of 5 feet), the damage dealt by any wing attacks decreases as though the target were one size category smaller than its actual size, and its fly maneuverability decreases by a step (to a minimum of clumsy).</p>


name: Irresistible Dance
level: bard 6, shaman 8, sorcerer/wizard 8, witch 8
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: touch
target: living creature touched
duration: 1d4+1 rounds
saving_throw: Will partial
spell_resistance: yes
description:
<p>The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> and a -10 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves, and it negates any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> bonus granted by a shield the target holds. The dancing subject provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> each round on its turn. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces the duration of this effect to 1 round.</p>


name: Isolate
level: antipaladin 3, bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
<p style="font-style: italic">You cause the target to become invisible and silent, but only to his allies.</p><p>Any creature with an attitude of indifferent or worse toward the target, and any creature that wishes the target harm, can see the target normally. The target can see and hear himself, can cast spells with verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, and can use command words normally, but any effect that requires allies to see or hear the target does not function. An ally that can see <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creatures can both see and hear the target of <em>isolate</em>.</p><p>If the target succeeds at its save, the duration of the spell is reduced to 1 round.</p>


name: Itching Curse
level: antipaladin 1, bard 1, druid 1, inquisitor 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature with 5 HD or fewer
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You curse the target with a distracting, unbearable itch. Unless the target scratches as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>, it takes a –1 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, saving throws, skill checks, and ability checks.</p>


name: Ja Noi Aspect
level: alchemist 3, bloodrager 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D; see below)
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>You gain some of the appearance and qualities of the ja noi, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-oni">oni</a> who take <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-hobgoblin">hobgoblin</a> form. Your skin turns a fiery red color and you gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> 3, although this ability cannot repair damage caused by acid or fire. You can dismiss this spell as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> when you fail a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw; if you do, you can reroll your saving throw, but you must take the second result.</p>


name: Janni’s Jaunt
level: cleric 4, medium 3, psychic 4, shaman 6, sorcerer/wizard 6, summoner 5, witch 6
school: conjuration (teleportation)
description:
<p>This spell functions as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plane-shift">plane shift</a>, but with the following exceptions.</p><p>First, you are able to transport only willing creatures.</p><p>Second, the spell can transport you and any other willing targets only to an <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Elemental-Planes">Elemental Planes</a>, the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Astral-Plane">Astral Plane</a>, or the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>.</p>


name: Jealous Rage
level: antipaladin 2, bard 2, bloodrager 2, mesmerist 2, psychic 3, shaman 3, spiritualist 2, witch 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: no
description:
<p>You fill the target with a sense of entitled self-importance, making the subject unable to bear the indignity of another creature getting something that it doesn’t have. Whenever an ally of the target receives a harmless spell or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, beneficial <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> effect, or assisting action (including the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action, first aid using the <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> skill, etc.) that doesn’t also include the target, the target is driven into a murderous <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> against either the producer of that effect or the nearest creature that benefited from that effect, whichever is closer. The target must attack that creature on its next turn. Any ability that deals lethal damage is considered an attack for this purpose. Once the target deals lethal damage to the object of his <i>jealous rage</i>, the <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> to attack that creature ends.</p>


name: Jester’s Jaunt
level: bard 3
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: touch
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/j/t/teleport"><i>teleport</i></a> the target to a space you can see within 30 feet of the target. The destination must be on solid ground, and the teleportation cannot end in a space that is by nature hazardous to the creature you are teleporting.</p>


name: Jitterbugs
level: bard 1, mesmerist 1, psychic 2, sorcerer/wizard 2
school: illusion (figment) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: short (25 ft. +5 ft. 2/levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause the target to perceive itself as being covered in creeping, crawling, stinging bugs. This causes the target to become jittery and unable to stay still, forcing it to constantly move and twitch. The target takes a –4 penalty on all <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> checks and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>-based skill checks, and cannot take the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Delay">delay</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">ready</a>, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Total-Defense">total defense</a> actions.</p>


name: Jolting Portent
level: cleric 7
school: evocation (electricity)
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level (D) see text
saving_throw: Fortitude negates (see text)
spell_resistance: yes
description:
<p>The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw with a DC = 10 + 1/2 <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> (in the case of <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracles</a>) or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> (in the case of <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a>). If the target fails the saving throw, it takes 4d6 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (in the case of <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracles</a>) or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier (in the case of <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a>) electricity damage. It takes no damage on a successful saving throw. You can dismiss this spell as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> when its subject confirms a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> to negate the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daze">daze</a> the creature for 1 round. The attack still hits its target and deals normal damage. The effects of the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daze">daze</a> occur after the attack.</p>


name: Joyful Rapture
level: bard 5, cleric/oracle 6, sorcerer/wizard 7
school: conjuration (healing) [emotion]
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: all allies and opponents within a 60-ft.-radius burst centered on you
duration: instantaneous
saving_throw: no
spell_resistance: yes
description:
<p>Your inspired words overwhelm others with transcendental bliss. All allies within the area of effect are freed from any harmful emotion effects. The spell also cures 1d4 points of <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-Ability-Score-Damage">Charisma damage</a> (your choice) to all allies in the area.</p>


name: Judgment Light
level: inquisitor 4
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: personal
area: 30-ft.-radius burst
duration: instantaneous, see text
saving_throw: see text
spell_resistance: yes
description:
<p>An <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitor</a> may only cast this spell while she has a <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgment</a> active. When she does cast this spell, it causes one or more of the following effects based on the <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitor’s</a> active <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgments</a>.</p><div style="margin-left:20px">
<p><b>Destruction</b>: Red light erupts from the caster. Enemies in the area take 4d8 points of damage and become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1d4 rounds. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw halves the damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> effect.</p>
<p><b>Healing</b>: Green light erupts from the caster. Allies in the area regain a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to 1d8 + the caster’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier.</p>
<p><b>Justice</b>: Blue light erupts from the caster, revealing hidden and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creatures to all. The light outlines such creatures for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, imposing a –20 penalty on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks on those creatures.</p>
<p><b>Piercing</b>: Violet light erupts from the caster, reducing the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> of enemies within the burst by 5 for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>
<p><b>Protection</b>: Amber light erupts from the caster, granting allies in the burst a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>, and a +4 bonus to AC against critical confirmation <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>
<p><b>Purity</b>: White light erupts from the caster, allowing each ally within the burst to attempt a saving throw against a single effect that allows a saving throw with a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on the roll.</p>
<p><b>Resiliency</b>: Golden light erupts from the caster, granting allies within the burst DR 3/magic or the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> your <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgment</a> allows for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>
<p><b>Resistance</b>: Copper light erupts from the caster, granting allies within the burst resistance 5 against the energy the <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgment</a> protects the <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitor</a> against when she casts this spell for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>
<p><b>Smiting</b>: Silver light erupts from the caster, making allies’ weapons within the burst count as magic, the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> her weapon is, and <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a> for purposes of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>
</div>


name: Judgment Undone
level: cleric 9, psychic 9, shaman 9
school: necromancy
casting_time: 10 minutes
components: V, S, M (diamonds worth 50,000 gp), F (see text)
range: touch
target: one willing petitioner
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This powerful, elaborate, and risky spell returns a willing <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a> to its mortal life. This spell must be cast on the plane to which the petitioner was sent, and the petitioner must be present for the entire casting.</p><p>In addition, the caster must provide a specific object that the petitioner valued deeply in its mortal life as a focus for the spell.</p><p>This is different for every <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a> and usually requires research to discover, although those who knew the petitioner well in life can often identify the item easily. At the completion of the spell’s casting, the petitioner returns to the mortal form it had as a young adult, with all of its memories and class levels (or equivalent statistics) intact.</p><p>The casting of judgment undone is not without risk. The servants vigilantly watch for perversions of the order of fate and death, though it can take time for them to pinpoint disruptions when they occur. After 1d6+5 minutes from the beginning of this spell’s 10-minute <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a>, an <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/psychopomp/psychopomp-olethros/">olethros</a> appears within 50 feet of the caster; this <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Psychopomp">psychopomp</a> demands the caster cease casting the spell immediately and attacks if its request is ignored. The psychopomp never attempts to harm the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a> unless judgment undone has already been successfully cast by the time the psychopomp arrives, in which case it attempts to eliminate the returned mortal as well. If the caster and returned mortal are no longer present, the olethros does what she can to track both down and exact judgment—how successful she may be depends on the GM’s discretion.</p><p>The caster of judgment undone can pause the spell’s casting for up to 1 minute without causing the spell to fail. During this time, the caster does not need to concentrate on judgment undone and can act normally and cast other spells without disrupting the spell, but if she does not begin casting again before this 1-minute window elapses, the spell fails.</p><p>It is possible to cast judgment undone without incurring the wrath of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Psychopomp">psychopomp</a>, but doing so requires the caster to first visit Purgatory and seek out a powerful agent to gain permission to restore the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1">petitioner</a> to its mortal life.</p><p>The details and difficulty of this task are subject to the GM’s discretion, but at the very least should involve a significant expenditure of time and resources. The granting of permission to cast judgment undone is an excellent reward for a quest given to a party of adventurers from a powerful <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Psychopomp">psychopomp</a>. If the PCs exceed expectations in fulfilling this quest, it’s not unheard of for the psychopomp to not only grant permission for the spell’s casting, but to also provide the diamonds needed for the spell’s material component, information about the required focus, or even both.</p>


name: Jump
school: transmutation
casting_time: 1 standard action
components: V, S, M (a grasshopper’s hind leg)
range: touch
target: creature touched
duration: 1 min./level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
level:
alchemist 1, bloodrager 1, druid 1, magus 1, psychic 1, ranger 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
<p>The subject gets a +10 enhancement bonus on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.</p>


name: Jungle Mind
level: druid 5, oracle 5, ranger 4
school: divination (scrying)
casting_time: 1 minute
components: V, S, DF
range: personal
target: you
duration: 10 minutes/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
<p>You merge your mind into the jungle’s social hierarchy, mystically establishing yourself as a master of wild beasts and an apex predator. You attain knowledge about the general <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> population in a radius of 1 mile as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/j/c/commune-with-nature">commune with nature</a>, and you then select one type of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> (such as birds, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/cat">cats</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake">snakes</a>, or fish). For the duration of the spell, you can sense the location, movement, and size of creatures of this type in the area, though you can’t discern species or individual identity. In addition, you improve the starting attitude of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> of the chosen type by one step for the duration of the spell.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, you may focus on a single animal that you can sense with this spell to establish a mental link.</p><p>You can read the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal’s</a> surface thoughts as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a>, and can see, hear, and smell what the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> is experiencing using your own <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill. If you target another creature’s <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>, the spell ends if the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Using this ability reduces the spell’s remaining duration to 1 round/level, and the selected <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> is treated as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/j/s/scrying">scrying</a> sensor.</p><p>Despite the name, jungle mind functions within any terrain.</p>


name: Jury-Rig
level: bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of tree resin)
range: touch
target: one broken object of up to 2 lbs./level
duration: 1 round/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>When you cast this spell, a spectral force binds a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> weapon together, relieving the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition for a short time. While under the effects of this spell, an item with the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition suffers no adverse effects from that condition, and is treated as if it is not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a>. The object regains no <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, and damage can still destroy the object.</p>


name: Keen Edge
level: bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 min./level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>This spell makes a weapon magically <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Keen">keen</a></i>, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the <i>keen edge</i> on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.</p><p>Multiple effects that increase a weapon’s threat range (such as the <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Keen">keen</a></i> special weapon property and the <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-critical-combat-">Improved Critical</a> feat) don’t stack. You can’t cast this spell on a natural weapon, such as a claw.</p>


name: Keen Senses
level: alchemist 1, druid 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, M/DF (a hawk ‘s feather)
range: touch
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks and gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>. Subjects that have <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a> double the distance they can see under the effects of this spell.</p>


name: Keep Watch
level: inquisitor 1, magus 1, paladin 1, ranger 1, sorcerer/wizard 1
school: enchantment
casting_time: 1 standard action
components: V, S
range: touch
target: one creature touched/2 levels
duration: 8 hours or less; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.</p><p>The subjects suffer no <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a> and gain all the usual benefits of a full night’s rest.</p><p>The subjects gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> as though from resting, <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a> may prepare their spells as though they had slept for 8 hours, and so on. Effects that rely on actual sleep or dreaming are ineffective, though the subjects are still susceptible to effects that would put them to sleep, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/k/s/sleep">sleep</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deep-slumber">deep slumber</a>. Any vigorous activity, including fighting, immediately ends the effect, and the affected creatures must either have the spell cast on them again or sleep for the remaining hours to avoid <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a> and gain the benefits of a full night’s rest.</p>


name: Keif Addiction
level: sahir-afiyun 5
school: necromancy
casting_time: 10 minutes
components: V, M (a dose of keif)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 day/level or until discharged (D)
saving_throw: none
spell_resistance: yes
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/k/g/geas-quest"><i>geas/quest</i></a>, except the only allowed command is “use keif or refined keif.”</p><p style="font-size: 12px"><b>Note</b>: “Keif” is another word for a cannabis-like drug.</p><div style="margin-left: 20px">


name: Keif Vigor
school: transmutation
casting_time: 1 standard action
components: V, S, M (a dose of keif worth 15 gp)
range: touch
target: living creature touched
duration: 1 round/level; see text
saving_throw: Will negates
spell_resistance: yes
level:
alchemist 1, antipaladin 1, bloodrager 1, cleric 1, druid 1, magus 1, medium 1, psychic 1, shaman 1, sorcerer/wizard 1, summoner 1

description:
<p>The target gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>. Once per round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>, the target can choose to increase the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> by 2 for 1 round; if it does so, it takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> and the spell’s duration decreases by 1 additional round. For every 5 caster levels you have, the target can choose to increase the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> by an additional 2, taking an additional 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> and decreasing the duration by 1 additional round per increase to the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> bonus, to a maximum <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> of +10 and 4d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 15th. The subject can’t spend more rounds than remain in the duration. When the spell ends, the subject becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p>


name: Ki Arrow
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: conjuration
casting_time: 1 standard action
components: S
range: touch
target: 1 arrow touched
duration: instantaneous
saving_throw: Fortitude (object)
spell_resistance: yes (object)
description:
<p>You imbue an arrow with your power and throw it at a target up to 100 feet away. Make a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>. If it hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> bonus).</p>


name: Ki Leech
level: cleric/oracle 3, psychic 3, sorcerer/wizard 3, witch 3
school: necromancy [evil]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>You place your spirit in a receptive state so when you confirm a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> against a living enemy or reduce a living enemy to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, you can steal some of that creature’s ki. This replenishes 1 point of ki as long as you have at least 1 ki point in your ki pool. This does not allow you to exceed your ki pool’s maximum. This ability does not stack with similar abilities (such as the steal ki ability of the <a href="https://www.d20pfsrd.com/classes/core-classes/monk/archetypes/paizo-monk-archetypes/hungry-ghost-monk">hungry ghost monk</a>). This spell has no effect if you do not have a ki pool.</p>


name: Ki Shout
level: bard 5, sorcerer/wizard 7
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: close (25 ft + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>With a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent. The target takes 1d6 points of sonic damage per level (maximum 20d6) and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round; a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save reduces the damage by half and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stun</a>.</p>


name: Kinetic Reverberation
level: alchemist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (rubber tree sap)
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>This spell converts the momentum and force from melee attacks made against the target of the spell, reflecting them back upon the attacker’s weapon. After making a successful <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Melee-Attack">melee attack</a> against the target, an attacker must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw for the weapon used. If the weapon fails the save, it takes damage equal to the damage rolled against the target. Creatures using <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> or <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed/">unarmed strikes</a> are unaffected by this spell.</p>


name: King’s Castle
level: paladin 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell allows you to switch places with an ally. When you cast this spell, choose a single ally within range. You <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/k/t/teleport"><i>teleport</i></a> to your ally’s space while your ally teleports to your former space.</p>


name: Kiss of the First World
level: bard 4, druid 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (diamond dust worth 100 gp)
range: touch
area: living or undead creature touched
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p><span>This spell infuses a living creature with a surge of positive energy, filling the target with the raw energies of life. The exact effects of this spell vary, depending on the nature of the creature touched. </span><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">Constructs</a><span> are immune to the effects of this spell.</span></p><ul>
<li><b>Living Creature</b>: A living creature gains a 20-foot increase to his base land speed and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on all <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skill checks. In addition, the creature gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> 2. Fire, acid, and negative energy cause this <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> to stop functioning on the round following the attack.</li>
<li><b>Undead</b> <b>Creature</b>: An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature targeted by this spell is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for the duration of this spell. It does not gain the benefits of any <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Channel-Resistance">channel resistance</a> it might normally enjoy, and the save DCs for any of its special attacks (but not <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> or spells) are reduced by 2.</li>
</ul>


name: Knell of the Depths
level: druid 3, magus 2, shaman 3, sorcerer/wizard 3, summoner 3, witch 2
school: conjuration [curse, water]
casting_time: 1 round
components: V, S
range: touch
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You invest a target with cursed elemental energy, causing nearby bodies of water to roil when the target draw nears and tendrils of water to drag it deeper under the waves.</p><p>The target takes a –10 penalty on <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> checks and automatically sinks 15 feet per round when in any body of liquid. The creature does not sink if standing upon a solid surface capable of supporting its weight, even if it is submerged.</p>


name: Knight’s Calling
level: paladin 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>You compel an enemy to come and fight you. On its turn, the target moves its speed toward you, avoiding any other dangers along its path (including any movement that would provoke attacks of opportunity). The target may do nothing but move on its turn. If the target ends its move adjacent to you, you can make an attack of opportunity against the target.</p>


name: Knock
level: inquisitor 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one door, box, or chest with an area of up to 10 sq. ft./level
duration: instantaneous; see text
saving_throw: none
spell_resistance: no
description:
<table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Lock Quality</th>
<th class="text">DC</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Simple</td>
<td class="number">20</td>
</tr>
<tr>
<td class="text">Average</td>
<td class="number">25</td>
</tr>
<tr>
<td class="text">Good</td>
<td class="number">30</td>
</tr>
<tr>
<td class="text">Amazing</td>
<td class="number">40</td>
</tr>
</tbody>
</table><p><i>Knock</i> opens stuck, barred, or locked doors, as well as those subject to <a href="https://www.d20pfsrd.com/magic/all-spells/h/hold-portal/" style="font-style: italic">hold portal</a> or <a href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-lock/" style="font-style: italic">arcane lock</a>. When you complete the casting of this spell, make a caster level check against the DC of the lock (see table at right) with a +10 bonus. If successful, <i>knock</i> opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an <a href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-lock/" style="font-style: italic">arcane locked</a> door, the spell does not remove the <a href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-lock/" style="font-style: italic">arcane lock</a> but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. <i>Knock</i> does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.</p><div style="margin-left: 20px">


name: Know Direction
level: bard 0, druid 0, psychic 0, shaman 0
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: instantaneous
description:
<p>When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.</p>


name: Know Peerage
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, M (thread from a tabard or livery)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
bard 1, cleric 2, inquisitor 2, medium 1, mesmerist 2, occultist 2, paladin 1, psychic 2, sorcerer/wizard 2

description:
<p>You impart your knowledge of nobility and peerage to the target, allowing her to recognize members of noble households, differentiate one set of heraldry from another, and otherwise identify who’s who at a royal gala or other noteworthy social event. The target is able to identify noble individuals, noble family names, and noble crests, signets, heraldry, and other symbols. The target treats her number of ranks in <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nobility) as though it were equal to your number of ranks in <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nobility), to a maximum of 5 ranks and a minimum of 0. If the target’s number of ranks is greater than yours, she uses her own number of ranks instead. In addition, if the target’s new total skill bonus on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nobility) checks is at least +0, she automatically succeeds on all <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nobility) checks with a DC of 10 or lower.</p>


name: Know the Enemy
level: cleric/oracle 1, inquisitor 1, paladin 1, ranger 1
school: divination
casting_time: 1 minute
components: S, V, DF
range: personal
target: you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You commune with the divine, reflecting on one type of creature you encountered in the last day. You may make a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check regarding that creature type with a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a>.</p>


name: Lament of Summer’s Last Breath
level: bard 2, ranger 2
school: abjuration [fire, good]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft. radius spread centered on a creature, object, or point in space
duration: 1 round/level
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You wrap the target in a mantle of summery air, within which the ambient temperature never falls below 70 degrees Fahrenheit.</p><p>Creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Cold">cold</a> subtype that start their turns in the area take an amount of fire damage equal to 1d4 points + 1 point per 2 caster levels (maximum 1d4+5) with no saving throw.</p><p>Each time an evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Fey">fey</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Giant">giant</a> takes damage from the spell, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1 round. Creatures attempting to cast a cold spell in the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or the spell fails. Succeeding at one such save to cast a spell allows a creature to continue casting cold spells in the area for the spell’s remainder.</p>


name: Languid Bomb Admixture
level: alchemist 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: Will negates (special, see below)
spell_resistance: yes
description:
<p>Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formulae with the words “bomb admixture” in their titles) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the those of the new one become active.</p><p>When you throw a bomb and hit a direct target, it affects up to four creatures—the creature the bomb hit directly, and up to three other creatures damaged by the splash (<a href="https://www.d20pfsrd.com/classes/base-classes/alchemist">alchemist’s</a> choice). Those creatures must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p>


name: Languid Venom
level: alchemist 2, shaman 2, sorcerer/wizard 2
school: necromancy [poison]
casting_time: 1 standard action
components: V, S, M (herbs used in antitoxins worth 25 gp)
range: touch
target: one dose of poison or one venomous creature
duration: permanent until discharged (D)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You greatly extend the time it takes for the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> you touch to take effect, giving that <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> an onset time up to 1 hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. (You <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> the poison’s container, so you don’t risk exposing yourself to a contact <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>.) The target doesn’t attempt a saving throw when initially exposed to the <i>languid venom</i>, but instead saves at the end of the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison’s</a> onset time.</p><p>If the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> is neutralized or otherwise cured prior to the end of its onset time, it is rendered harmless. Failing saves against multiple doses of <i>languid venom</i> have the normal cumulative effect for poisons.</p><p><i>Languid venom</i> is 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 <i>languid venom</i> only with a successful <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against a DC equal to 11 + 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. If a poison is affected by an additional effect that requires a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check to detect the poison or increases the DC to identify it—such as obscure poison—those effects don’t stack. Use only the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check with the higher DC and increase the DC of the check to identify the poison by the higher of the two.</p><p>If cast upon a venomous creature, <i>languid venom</i> delays the onset of that creature’s <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> when the creature next delivers its natural poison.</p>


name: Lash of the Astradaemon
level: cleric 6, magus 5, sorcerer/wizard 6, witch 6
school: necromancy [evil]
casting_time: 1 standard action
components: V, S
range: personal
duration: instantaneous
saving_throw: Fort negates (see text)
spell_resistance: yes
description:
<p>You draw on the essence of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons/astradaemon">astradaemons</a> to cause one of your hands to elongate and sprout fearsome translucent claws that radiate a cold phosphorescence. You gain one claw attack, which is a primary <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a> that deals 1d6 points of slashing damage on a hit (1d4 for a Small spellcaster) and forces the creature struck to succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save against the spell (<a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> applies) to resist gaining 1 <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a>.</p><p>Each time you inflict a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> with this spell, you gain 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> that persist for 1 hour. A creature that succeeds at the saving throw against your claw’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a> is immune to further <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> inflicted from this casting of <em>lash of the astradaemon</em> but not to the claw’s damage. The claw does not interfere with your ability to cast spells or perform other actions that require hands. You can use your claw attack up to 1 time per 2 caster levels. Your claw reverts to a normal hand once you’ve delivered all of your potential attacks or after 24 hours (whichever comes first).</p>


name: Lay of the Land
level: cleric 2, bard 2, druid 2, ranger 2, witch 2
school: divination
casting_time: 1 minute
components: V, S, M (a piece of soil from the land to be memorized)
range: personal
target: you
duration: 1 day
saving_throw: none
spell_resistance: yes
description:
<p>In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +5) on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (geography) checks and <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks to avoid getting lost so long as you remain in the affected area.</p><p>Additionally, for the duration of the spell you can make <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (geography) checks regarding the affected area as though you were trained in that skill.</p>


name: Lead Anchor
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, skald 2, witch 2

description:
<p>The target’s buoyancy becomes and stays swiftly sinking, regardless of how dense the target and its gear are. Among other effects, the target can walk on the bottom, but she also needs to succeed at a DC 20 <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> check to swim towards the surface and to stay above the bottom. This makes lead anchor a useful spell both for exploring the sea floor and for drowning an air-breathing foe in the water.</p>


name: Lead Blades
level: ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 minute/level (D)
description:
<p><i>Lead blades</i> increases the momentum and density of your melee weapons just as they strike a foe. All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are. For instance, a Medium longsword normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if benefiting from <i>lead blades</i> (see table below). Only you can benefit from this spell. If anyone else uses one of your weapons to make an attack it deals damage as normal for its size.</p><p><a name="table-tiny-and-large-weapon-damage"></a></p><table border="1" cellpadding="5"><caption>Table: Weapon Damage Size Conversion</caption>
<thead>
<tr>
<th class="text">Tiny Weapon Damage</th>
<th class="text">Small Weapon Damage</th>
<th class="text">Medium Weapon Damage</th>
<th class="text">Large Weapon Damage</th>
<th class="text">Huge Weapon Damage</th>
</tr>
</thead>
<tbody>
<tr>
<td class="marker">—</td>
<td class="number">1</td>
<td class="number">1d2</td>
<td class="number">1d3</td>
<td class="number">1d4</td>
</tr>
<tr>
<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>
</tr>
<tr>
<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>
</tr>
<tr>
<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>
</tr>
<tr>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">2d6</td>
<td class="number">3d6</td>
</tr>
<tr>
<td class="number">1d6</td>
<td class="number">1d8</td>
<td class="number">1d10</td>
<td class="number">2d8</td>
<td class="number">3d8</td>
</tr>
<tr>
<td class="number">1d8</td>
<td class="number">1d10</td>
<td class="number">1d12</td>
<td class="number">3d6</td>
<td class="number">4d6</td>
</tr>
<tr>
<td class="number">1d4</td>
<td class="number">1d6</td>
<td class="number">2d4</td>
<td class="number">2d6</td>
<td class="number">3d6</td>
</tr>
<tr>
<td class="number">1d8</td>
<td class="number">1d10</td>
<td class="number">2d6</td>
<td class="number">3d6</td>
<td class="number">4d6</td>
</tr>
<tr>
<td class="number">1d10</td>
<td class="number">2d6</td>
<td class="number">2d8</td>
<td class="number">3d8</td>
<td class="number">4d8</td>
</tr>
<tr>
<td class="number">2d6</td>
<td class="number">2d8</td>
<td class="number">2d10</td>
<td class="number">4d8</td>
<td class="number">6d8</td>
</tr>
</tbody>
</table>


name: Lead Plating
level: alchemist 3, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (an ounce of lead)
range: touch
target: a creature or object weighing up to 100 lbs./level
duration: 1 minute/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You enclose the target in a thin sheath of lead. This doesn’t restrict the target’s movement or functionality, but protects it from the effects of radiation and prevents the penetration of many <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> spells. The lead doesn’t coat the target’s equipment.</p>


name: Leashed Shackles
level: inquisitor 4, sorcerer/wizard 6
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. +10 ft./level)
target: one creature
duration: 1 minute/level
saving_throw: Reflex negates
spell_resistance: yes
description:
<p>You create shackles of force that attach to the target’s limbs. You designate an object or location within 30 feet of the target for the shackles to anchor themselves to; this must be the ground, a wall, or a sturdy structure for the anchoring to occur. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>, and cannot move more than 30 feet from the anchor point of the spell. The shackle itself cannot be attacked (though it can be dispelled), but if the object or area it is attached to is broken, the target is free to move away (though it is still <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>).</p>


name: Legend Lore
level: bard 4, inquisitor 6, sorcerer/wizard 6, witch 6
school: divination
casting_time: see text
components: V, S, M (incense worth 250 gp), F (four pieces of ivory worth 50 gp each)
range: personal
target: you
duration: see text
description:
<p><i>Legend lore</i> brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 x 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better <i>legend lore</i> result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better <i>legend lore</i> result next time).</p><p>During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.</p>


name: Legendary Proportions
level: alchemist 6, druid 7, shaman 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 standard action
components: V, S, M (a dinosaur bone and powdered amber worth at least 200 gp)
range: close (25 ft. + 5 ft./2 levels)
target: 1 creature (see text)
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: no
description:
<p>You call upon the primordial power of ancient megafauna to boost the size of your target. Because of its connection to living creatures of the distant past, the spell does not function on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, and summoned creatures. Your target grows to legendary proportions, increasing in size by one category. The creature’s height doubles and its weight increases by a factor of 8. The target gains a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score and a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score. It gains a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size bonus</a> to its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a>, and <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/equipment/special-materials#TOC-Adamantine">adamantine</a>. Its carrying capacity changes to reflect its new size. The creature’s equipment and weapons, if any, also increase in size. Any <a href="https://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic">enlarged</a> item that leaves the creature’s possession returns to its original size (though thrown weapons and ammunition deal damage at their <a href="https://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic">enlarged</a> size before returning to their true proportions).</p><p>If insufficient room is available to accommodate the creature’s growth, it attains the maximum possible size and can attempt a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check (using its increased <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it. The spell cannot crush a creature by enclosing it.</p>


name: Lend Judgment
level: inquisitor 1
school: divination
casting_time: 1 standard action
components: V, DF
range: touch
target: one ally
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You create a conduit of divine knowledge and outrage between you and an ally. That ally gains the benefit of one of your active <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgments</a> (as do you). If you cannot use a <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgment</a> (for example, if you are not in combat, are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>, and so on) or change <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgments</a>, the ally loses the benefit of the <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgment</a>. If you have multiple <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgments</a> active, the ally gains only one, chosen when you cast this spell.</p><a name="greater"></a><div style="margin-left:40px">


name: Leshy Swarm
level: bard 3, druid 3, sorcerer/wizard 3, summoner 3
school: conjuration (summoning)
casting_time: 1 round
components: V, S, M/DF (a bundle of seeds)
range: close (25 ft. + 5 ft./2 levels)
effect: 10-ft.-square swarm of leshys
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You call out to nearby nature spirits and grant them temporary plant bodies.</p><p>These creatures are similar to <a href="https://www.d20pfsrd.com/bestiary/monster-listings/plants/leshy-subtype">leshys</a>, except they are Tiny and far more simpleminded. the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> uses the statistics for a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/rat/rat-swarm">rat swarm</a>, except it does not carry a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> or have <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>. the leshy swarm has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> with a range of 60 feet and is immune to electricity, <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Paralysis">paralysis</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph">polymorph</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sleep">sleep</a> effects, sonic, and stunning.</p><p>You can direct the leshy swarm to move up to its speed along a path for your choice by spending a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to communicate your desires through the spell, or by spending a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> if you can speak to creatures that understand only Druidic and Sylvan. the leshys are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> by their sudden possession of new bodies and assume that nearly any creature you direct them toward is a threat. They attack all creatures within their area except for you and other creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> type.</p>


name: Levitate
school: transmutation
casting_time: 1 standard action
components: V, S, F (a leather loop or golden wire bent into a cup shape)
range: personal or close (25 ft. + 5 ft./2 levels)
target: you or one willing creature or one object (total weight up to 100 lbs./level)
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
level:
alchemist 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2, witch 2

description:
<p><i>Levitate</i> allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).</p><p>A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.</p>


name: Liberating Command
level: bard 1, cleric/oracle 1, druid 1, paladin 1, psychic 1, ranger 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 immediate action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>If the target is bound, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a>, or otherwise restrained, he may make an <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check to escape as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>. He gains a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> skill (for example, if he were under the effects of a <a href="https://www.d20pfsrd.com/magic/all-spells/h/hold-person/" style="font-style: italic">hold person</a> spell or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> by Strength damage).</p>


name: Life Blast
level: druid 4, ranger 3, shaman 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (a dead leaf)
range: 150 ft.
area: 150-ft. line
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
<p>This spell must be cast in an area with vegetation or it has no effect. When you cast this spell, you draw the life force from the surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (to a maximum of 12d6 at 12th level) to any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures in the spell’s area.</p><p>However, doing so blights the land around you in a spread with a radius of 5 feet per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have (to a maximum of 60 feet at 12th level). All vegetation in that area immediately withers and dies. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">Plant</a> creatures aren’t affected.</p><p>The blast starts from your palm and is able to travel through solid objects and obstacles.</p>


name: Life Bubble
level: cleric/oracle 5, druid 4, ranger 3, sorcerer/wizard 5
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a bit of eggshell)
range: touch
duration: 2 hours/level; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/c/cloudkill">cloudkill</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/s/stinking-cloud">stinking cloud</a>. In addition, the shell protects subjects from extremes of temperature (per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/e/endure-elements">endure elements</a>) as well as extremes of pressure.</p><p><i>Life bubble</i> does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).</p><p>When you cast this spell it has a total duration of 2 hours per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Life Channel
level: cleric 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one touched creature with negative energy affinity
duration: 1 minute/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>When cast on a creature with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Negative-Energy-Affinity-Ex-">negative energy affinity</a>, the target is able to convert channeled positive energy into <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>. When subject to an effect that heals <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> only to living creatures (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/c/cure-light-wounds">cure light wounds</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/cleric#TOC-Channel-Energy-Su-">channel positive energy</a>), the target gains a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to half the number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> that the positive energy would normally heal. These <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> go away at the end of this spell’s duration.</p>


name: Life Conduit
level: summoner/unchained summoner 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>You utilize life conduit to share <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> with your eidolon. While this spell is active, you can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to transfer 1d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> between you and your eidolon, either taking damage yourself and healing your eidolon or healing yourself and damaging your eidolon. If your eidolon moves farther than 50 feet from you, this spell ends.</p><div style="margin-left: 40px">


name: Life Current
level: cleric/oracle 3, druid 3, hunter 3, oracle 3, paladin 3, ranger 3, shaman 3, warpriest 3
school: conjuration (healing) [water]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
area: current or portion of current
duration: 1 round
saving_throw: Will half
spell_resistance: yes
description:
<p class="description">You infuse the current with positive energy. At the start of their turn when the current moves them, living creatures in the current’s area <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heal">heal</a> 1d6 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per 10 feet of the current’s speed (maximum 6d6). <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a> creatures in the current instead take an equal amount of damage.</p>


name: Life Pact
level: cleric/oracle 2, psychic 2, shaman 2, sorcerer/wizard 2, spiritualist 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, DF/M (a drop of blood from each target)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>You bind the life forces of the targets into a mystical pact. If any target is reduced to fewer than 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, that target automatically triggers the power of the pact. The triggering target drains 1 hit point from all other targets who have at least 1 hit point and are within 30 feet of the triggering target; these <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> are applied to the triggering target as magical <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a>. This <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> can prevent the triggering creature from <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a>, if the attack would cause the target’s to have an amount of negative <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score. This <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> cannot raise the triggering creature above 1 hit point; any excess <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> drained from other targets are wasted.</p><p>The pact can be triggered once per round. It’s not triggered by death effects or effects that do not deal hit point damage.</p>


name: Life Shield
level: cleric 3, druid 3, paladin 2
school: conjuration (healing)
casting_time: 1 standard action
components: S, DF
range: personal
target: you
duration: 1 minute/level or until discharged
description:
<p>You surround yourself with a positive energy field that damages <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> opponents. Each time an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature damages you with a melee attack, that creature takes an amount of positive energy damage equal to half the damage it dealt to you. This damage is calculated after applying your <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>, resistances, and other defenses. Once this spell has dealt 5 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 50), it is discharged.</p>


name: Life of Crime
level: antipaladin 4, bard 6, mesmerist 6, psychic 8, sorcerer/wizard 8
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a black mask)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You unleash the basest instincts of iniquity in the target and cause them to become his overriding reason for being. The target neither gains nor provides benefit from teamwork feats or the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action and can’t willingly accept harmless magical effects from others.</p><p>The target moves by <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> whenever possible, and lies and deceives others instinctively to further its personal agenda. In addition, when the target is conscious, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save against the spell’s save DC each hour (or each round during combat or a similarly stressful situation) or behave as if affected by a <a href="https://www.d20pfsrd.com/magic/all-spells/c/crime-wave/"><em>crime wave</em></a> spell for 1 round.</p><p><i>Life of crime</i> is particularly difficult to remove. Only a <em><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/r/remove-curse">remove curse</a></em> with a higher <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> than <i>life of crime’s</i> <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, or a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish"><em>limited wish</em></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/w/wish"><em>wish</em></a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/m/miracle"><em>miracle</em></a> can remove its effects.</p>


name: Light
school: evocation [light]
casting_time: 1 standard action
components: V, M/DF (a firefly)
range: touch
target: object touched
duration: 10 min./level
saving_throw: none
spell_resistance: no
level:
bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

description:
<p>This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.</p><p>You can only have one <i>light</i> spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a></i> or a similar effect), it does not count against this limit. <i>Light </i>can be used to counter or dispel any darkness spell of equal or lower spell level.</p>


name: Light Lance
level: paladin 2
school: evocation [good, light]
casting_time: 1 standard action
components: V, S
range: personal
effect: lance of light
duration: 1 round + 1 round/level (D)
description:
<p>You create a glorious beam of brilliant radiance that acts as a <i>+1 <a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Holy">holy</a> </i><a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/lance">lance</a> suitable for your size. You must have a free hand when casting the spell and, once you call the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/lance">lance</a> into being, you cannot switch it to another hand or put it down without prematurely ending the spell. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> while holding a <i>light lance</i>, you can choose not to make an attack and instead hold the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/lance">lance</a> aloft as a beacon of light and truth, creating an area of bright light with a radius of 90 feet. If you choose to do this for one or more additional rounds the <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/lance">lance</a> also casts a spear of brilliant light up into the sky that grows progressively more visible as it continues to climb toward the heavens. Under cover of night or other darkness, if nothing obstructs the beam, it becomes visible for an additional 2 miles during each round in which you continue to aim your <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/lance">lance</a> skyward (2 miles in the second round, 4 miles in the third round, and so on).</p>


name: Light Prison
level: bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature/2 levels
duration: 1 round/level (D)
saving_throw: Reflex negates
spell_resistance: yes
description:
<p>Rays of light burst forth from your outstretched hand, encircling each target’s space with a cage of light. If a target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save, it becomes enclosed in the light prison. A creature enclosed in a light prison can attack, cast spells, and otherwise act normally as long as it stays within the light prison. However, if a creature passes through the walls of a light prison enclosing it, it takes 1d6 points of damage and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round. Creatures do not receive saves to negate these effects. Once a creature passes through the walls of a light prison surrounding it, the effect ends for that creature.</p>


name: Lighten Object
level: bard 1, cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1
school: transmutation
casting_time: 1 standard action
components: V, M (goose down)
range: close (25 ft. + 5 ft./2 levels)
target: 1 object of up to 1 cubic ft./level
duration: 1 minute/level
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>The target’s weight decreases by half. If this spell is cast on armor, the armor’s armor check penalty decreases by 1, though its categorization as light, medium, or heavy does not change.</p><div style="margin-left:40px">


name: Lightfingers
level: psychic 1, spiritualist 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>A flutter of subtle, telekinetic force causes your target to drop a single non-magical carried item weighing no more than 1 pound per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, such as a coin purse, a key ring, or a loose object in its pocket. The target must succeed at a <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check against the spell’s save DC to notice the dropped item. You select what item the target drops as long as you can see both your target and the item you wish to affect. This use of the spell can’t cause a target to lose a held item or anything it is wearing, including <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Jewelry">jewelry</a>.</p><p>You can instead cast <i>lightfingers</i> to attempt a single <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>, using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> instead of your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, and using your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> modifier, whichever is highest, instead of your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier. This <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> attempt does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> and cannot be affected by feats or other means of altering a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver’s</a> effects. This use of the spell is immediately obvious.</p>


name: Lightning Arc
level: sorcerer/wizard 5
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, M (fur and two glass figurines)
range: long (400 ft. + 40 ft./level)
target: s two creatures or objects which must be no more than 60 ft. apart
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes (see text)
description:
<p>You generate an arc of lightning between two targets. The lightning deals 1d6 points of electricity damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6) to both targets and any creatures in a line connecting them. The spell fails if there is no line of effect between the targets. Lightning arc sets fire to combustibles and damages objects in its path. It can melt metals that have a low melting point, such as lead, gold, copper, silver, or bronze.</p>


name: Lightning Bolt
level: bloodrager 3, magus 3, sorcerer/wizard 3, witch 3
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, M (fur and a glass rod)
range: 120 ft.
area: 120-ft. line
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.</p><p>The <i>lightning bolt</i> sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.</p>


name: Lightning Conductor
level: bloodrager 2, druid 3, magus 3, sorcerer/wizard 3
school: transmutation [air]
casting_time: 1 standard action
components: V, S, M/DF (a miniature metal rod)
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>You become capable of absorbing electricity with your body.</p><p>For the duration, you absorb all electricity damage dealt to you until you have stored a total of 18 points of damage. Any excess damage affects you as normally. The energy remains stored until it is expended or the spell expires.</p><p>If you have at least 6 points of damage stored, you can expend all the energy stored in you as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, charging your hand or a metal weapon in your hand. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> while your hand is charged, you can make a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> that doesn’t provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, or you can shoot the energy as a ray with a range of 30 feet. If the attack hits, you deal 1d6 points of electricity damage for every 6 points stored and the energy is expended (any remaining points are wasted). A weapon charged with this energy deals the damage as extra damage the first time you score a hit with the weapon. If your hand or weapon is still charged at the end of your turn, or if the charged weapon leaves your hand before the end of the turn, the energy dissipates harmlessly.</p><p>Once you have spent the absorbed energy, or if the absorbed energy dissipates, you can absorb more electricity damage. The maximum amount of damage you can store in your body at a time increases by 6 points for every 2 levels beyond 5th (to a maximum of 60 points of damage at 19th level).</p><p>If you are immune to electricity or have any amount of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">electricity resistance</a>, you cannot absorb or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/expend">expend</a> energy with this spell.</p>


name: Lightning Lash Bomb Admixture
level: alchemist 3
school: evocation [electricity]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: special, see below
spell_resistance: special, see below
description:
<p>Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formulae with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and those of the new one become active.</p><p>When you throw a bomb and hit a direct target, lashes of electrical energy are released from the bomb, coalescing on the bomb’s direct target and up to three creatures that take damage from the bomb’s splash (<a href="https://www.d20pfsrd.com/classes/base-classes/alchemist">alchemist’s</a> choice). Those affected by the electricity must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saving throw or take 1d6 points of electrical damage each time they take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to move more than 5 feet for the duration of the effect. This effect does not ignore <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>.</p>


name: Lily Pad Stride
level: druid 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a frog’s leg)
range: long (400 ft. + 40 ft./level)
effect: trail of lily pads behind you
duration: 10 minutes/level (D); see text
saving_throw: none
spell_resistance: no
description:
<p>Your every footstep creates aquatic plants capable of supporting your weight and that of any creature of your size or smaller that is following you. These lily pads only appear when you cross water or other liquids which do not immediately destroy plants. You can walk across these liquid surfaces without any fear of stumbling (though if knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>, dragged under, or otherwise pulled off your feet you still sink in the liquid). For the duration of the spell, any creature of your size or smaller can attempt to follow you by making a DC 10 <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check every round. Each such check allows it to move at half its normal land speed. If the creature takes a -5 penalty on its check it can move at its normal speed.</p><p>If a creature fails an <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check, or if a creature that’s larger than you attempts to follow, it falls through, damaging the plants. Each time a creature falls through, all subsequent creatures take a cumulative -5 penalty on their <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks when traveling across that particular stretch of plants. As you move, the lily pads disappear behind you once you pass beyond the spell’s range. Otherwise, they remain until the spell’s duration expires.</p>


name: Limited Wish
level: sorcerer/wizard 7
school: universal
casting_time: 1 standard action
components: V, S, M (diamond worth 1,500 gp)
range: see text
duration: see text
saving_throw: none, see text
spell_resistance: yes
description:
<p>A <i>limited wish</i> lets you create nearly any type of effect. For example, a <i>limited wish</i> can do any of the following things. </p><ul>
<li>Duplicate any <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> spell of 6th level or lower, provided the spell does not belong to one of your opposition schools.</li>
<li>Duplicate any non-<a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> spell of 5th level or lower, provided the spell does not belong to one of your opposition schools.</li>
<li>Duplicate any <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> spell of 5th level or lower, even if it belongs to one of your opposition schools.</li>
<li>Duplicate any non-<a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> spell of 4th level or lower, even if it belongs to one of your opposition schools.</li>
<li>Undo the harmful effects of many spells, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/i/insanity">insanity</a>.</li>
<li>Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.</li>
</ul><p>A duplicated spell allows saving throws and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Resistance">spell resistance</a> as normal, but the save DC is for a 7th-level spell. When a <i>limited wish</i> spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell).</p>


name: Limp Lash
level: sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (a dead wasp)
range: 20 ft.
target: 1 creature
duration: special (see below)
saving_throw: none
spell_resistance: yes
description:
<p><i>You create a dark whip-shaped field of energy that wraps around an enemy’s neck, leaving everything except his head paralyzed until you let go of the whip or it is destroyed.</i></p><p>You must make a ranged <a href="https://www.d20pfsrd.com/magic/gamemastering/combat.html#TOC-Touch-Attacks">touch attack</a> with this spell. If you strike your target, he takes a 1d6 penalty to his <a href="https://www.d20pfsrd.com/magic/basics-ability-scores/ability-scores.html#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/magic/basics-ability-scores/ability-scores.html#TOC-Dexterity-Dex-">Dexterity</a>, and <a href="https://www.d20pfsrd.com/magic/basics-ability-scores/ability-scores.html#TOC-Constitution-Con-">Constitution</a> each round. This penalty cannot reduce any attribute to less than 1, and once any of these attributes reaches 1 the target collapses and his body, except his head, becomes <a href="https://www.d20pfsrd.com/magic/gamemastering/conditions.html#TOC-Paralyzed">paralyzed</a>. While <a href="https://www.d20pfsrd.com/gamemastering/conditions/#TOC-Paralyzed">paralyzed</a> in this way, the target retains full use of his senses, including the ability to feel pain, and can speak (including casting spells with only verbal <a href="https://www.d20pfsrd.com/magic/magic.html#TOC-Components">components</a>). The <a href="https://www.d20pfsrd.com/magic/equipment/weapons/weapon-descriptions/whip.html">whip</a> has a maximum length of 20 feet, 15 <a href="https://www.d20pfsrd.com/magic/gamemastering/combat.html#TOC-Hit-Points">hit points</a>, and a <a href="https://www.d20pfsrd.com/magic/equipment/damaging-objects.html#TOC-Hardness">hardness</a> of 5. The spell ends immediately if you let go of the <a href="https://www.d20pfsrd.com/magic/equipment/weapons/weapon-descriptions/whip.html">whip</a> or it is destroyed. When the spell ends, all penalties the target took from this spell also end.</p><div class="faq">
<p> FAQ 
 </p></div><div>
<p><b>How does this spell work?</b></p>
<p><i>Limp lash</i> suffers a bit from using game terms as general descriptive text. Here are some clarifications.</p>
<p><b>1. You strike the target with the <a href="https://www.d20pfsrd.com/magic/equipment/weapons/weapon-descriptions/whip.html">whip</a>, he start taking ability penalties, is he <a href="https://www.d20pfsrd.com/gamemastering/conditions/#TOC-Paralyzed">paralyzed</a> or hindered in any other way?</b></p>
<p>He is not <a href="https://www.d20pfsrd.com/gamemastering/conditions/#TOC-Paralyzed">paralyzed</a> until the ability penalty reduces the victim’s effective <a href="https://www.d20pfsrd.com/magic/basics-ability-scores/ability-scores.html#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/magic/basics-ability-scores/ability-scores.html#TOC-Dexterity-Dex-">Dexterity</a>, or <a href="https://www.d20pfsrd.com/magic/basics-ability-scores/ability-scores.html#TOC-Constitution-Con-">Constitution</a> to 1 (the minimum to which this spell can adjust a score). Once one of these 3 scores is reduced to 1, the victim becomes <a href="https://www.d20pfsrd.com/magic/gamemastering/conditions.html#TOC-Paralyzed">paralyzed</a>—he is not <a href="https://www.d20pfsrd.com/magic/gamemastering/conditions.html#TOC-Paralyzed">paralyzed</a> before this point.</p>
<p><b>2. The whip has a maximum range of 20 ft. If the target is not <a href="https://www.d20pfsrd.com/gamemastering/conditions/#TOC-Paralyzed">paralyzed</a> or otherwise prevented from moving, what happens when he moves out of the 20 ft range? The spell dissipates or…?</b></p>
<p>If the target moves out of range, the spell ends. (This is similar to what happens if you let go of the <a href="https://www.d20pfsrd.com/magic/equipment/weapons/weapon-descriptions/whip.html">whip</a>.) This does mean it’s relatively easy for a victim to escape from the spell—that is by design, since otherwise the fact that there’s no save to resist the penalties is pretty powerful.</p>
<p><b>3. Can you take any actions while holding the whip?</b></p>
<p>You can take any action you want, but if any action requires you to release your hold on the <a href="https://www.d20pfsrd.com/magic/equipment/weapons/weapon-descriptions/whip.html">whip</a>, the <i>limp lash</i> spell immediately ends.</p>
<p><b>4. What happens if some effect attempts to displace the <a href="https://www.d20pfsrd.com/magic/equipment/weapons/weapon-descriptions/whip.html">whip</a> (e.g. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/w/wall-of-stone.html">wall of stone</a> between you and the target), or some effect moves the target away (e.g. <a href="https://www.d20pfsrd.com/magic/gamemastering/combat.html#TOC-Bull-Rush">bull rush</a>)?</b></p>
<p>The spell effect ends if something moves the target out of range or completely breaks the line of effect between you and the target.</p>
<p>[<a href="http://paizo.com/paizo/faq/v5748nruor1gj#v5748eaic9rdn">source</a>]</p>
</div>


name: Line In The Sand
level: bloodrager 1, magus 1, sorcerer/wizard 1
school: abjuration
casting_time: 1 standard action
components: V, S
range: 5 ft.
area: 5-ft. burst centered on you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You create a glowing crimson line around the area. Against creatures in the area, you can attempt a number of additional <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> per round equal to your spellcasting ability score modifier (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> for magi and <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> for <a href="https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager">bloodragers</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a>), although this does not allow you to make more than one attack against a creature per action that provokes.</p>


name: Linebreaker
level: alchemist 1, antipaladin 1, inquisitor 1, magus 1, paladin 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>You gain a +20 foot bonus to your base speed when charging and a +2 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks made to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Overrun">overrun</a>.</p>


name: Linked Legacy
level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 10 minutes/level
saving_throw: none
spell_resistance: yes
description:
<p>This spell helps build community and ensure a shared vision for the future. When any of the affected creatures succeeds at a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check to answer a question within its field of study or identify a monster and its special powers or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerabilities</a>, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> the affected creature can share any information gained automatically with all targets of the spell. If any of the targets move out of the spell’s range, the spell ceases to function for all of them until they are all within close range of you again.</p>


name: Lipstitch
level: sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: S, M (a bone needle and sinew thread)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>A rare spell without verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, <i>lipstitch</i> sews the target’s lips tightly together if it fails a saving throw, such that no clear speech, bite attacks, spellcasting, or use of command words is possible. The target takes 1d6 points of damage as the stitches weave through flesh. The victim can still make enough noise to be heard at a distance with a DC 10 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check.</p><p>The thread created by <i>lipstitch</i> can be burst with a DC 20 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> or can be sliced open with a piercing or slashing weapon (wielded by the target or an ally) as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>. Cutting the thread provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, while making a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check does not. Either option causes 1d6 points of damage and 1 point of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage. The target has a 20% chance of failing to cast spells with verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> until the bleeding is stopped. The effects of multiple castings of this spell do not stack. Optionally, the thread can be removed more carefully over the course of a minute with a DC 20 <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check. If the check fails, the target takes damage and bleeds as described above. If the check succeeds, the stitches are removed with no harm. Creatures with no mouths are unaffected by <i>lipstitch</i>. Creatures with multiple mouths lose the use of only one mouth per casting—the particular mouth is chosen by the caster.</p>


name: Liquefy
level: alchemist 3, bard 3, druid 4, sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a specially prepared glass bottle )
range: close (25 ft. + 5 ft./2 levels)
target: 1 object weighing up to 1 pound/level
duration: 1 round/level (D)
saving_throw: Fort negates (object)
spell_resistance: no
description:
<p>The object you target becomes a liquid version of itself and drips or runs like a thin oil until it pools on any flat surface. If the item has magical or alchemical properties, they become inert for the duration of the spell. If you are holding the item when you cast this spell, you can drain it into the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Bottle">bottle</a> used as focus for the spell. Items with hit point damage or the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition regain 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>/<a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> if drained into a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Bottle">bottle</a> in this way. The duration of temporary effects (such as applied <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> or <a class="spell" href="https://www.d20pfsrd.com/magic-weapon">greater magic weapon</a>) passes normally and may expire while the object is in liquid form. The liquid is clearly unsafe to drink, but if, for some reason, a creature does drink the liquid and the spell ends, the creature takes 3d6 points of damage, and brings up the solid version of the item as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> in a coughing fit.</p><p>Any spell or effect that would disperse or dilute an object affected by liquefy forces the object to attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (using the effect’s DC, or DC 15 for effects with no saving throws of their own, such as pouring a liquefied object into a stream). A failed save causes the object to gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition. If the item is already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a>, it is instead destroyed on a failed save. Liquefy has no effect on artifacts, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a>, or intelligent magic items.</p>


name: Litany of Admonition
level: antipaladin 3, inquisitor 4, paladin 3
school: necromancy [language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You point out your target’s faults and failures, staggering the target for 1 round. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Defense
level: antipaladin 2, inquisitor 2, paladin 2
school: transmutation
casting_time: 1 swift action
components: V, S, DF
range: personal
target: you
duration: 1 round
saving_throw: no
spell_resistance: yes
description:
<p>Invoking this litany strengthens your defenses. Any <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> your armor has is doubled and you are immune to fear. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Dependability
level: inquisitor 4, paladin 3
school: enchantment (compulsion) [lawful]
casting_time: 1 immediate action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>By uttering this litany, you cause one creature to take the average result of its next <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, saving throw, skill check, or ability check. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Duty
level: inquisitor 2, paladin 1
school: abjuration [lawful]
casting_time: 1 immediate action
components: V, S, DF
range: personal
duration: instantaneous
description:
<p>You repeat a mantra or phrase that reminds you of your duty. You can immediately reroll a failed saving throw against a spell that would force you to take an action against your will, and you gain a +2 bonus against <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> effects for 1 round. You can use this spell to reroll only a saving throw that you failed within the past round. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Eloquence
level: antipaladin 2, inquisitor 3, paladin 2
school: enchantment (charm) [language-dependent, mind-affecting]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: no
spell_resistance: yes
description:
<p>Your litany is a fascinating diatribe of grace, causing your target to do nothing but listen. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a>. As usual, obvious danger prevents fascination and potential danger grants a save.</p><p>While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Entanglement
level: antipaladin 2, inquisitor 3, paladin 2
school: conjuration (calling) [language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>Your litany conjures chains of energy that lash upward from the ground and hamper the target’s movement. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>. This spell has no effect on flying creatures, or creatures not standing upon solid ground. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Escape
level: antipaladin 3, inquisitor 4, paladin 3
school: conjuration (teleportation) [language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one willing creature that is grappled
duration: instantaneous
saving_throw: no
spell_resistance: yes
description:
<p>With a powerful prayer, you call upon the servants of your god to whisk a friend out of a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>. The target loses the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pinned</a> conditions and is teleported 10 feet. If there is no available space for the target to teleport to, the spell fails.</p>


name: Litany of Madness
level: antipaladin 4, inquisitor 6
school: enchantment (charm) [language-dependent, mind-affecting]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 or more rounds (see below)
saving_throw: no, see below
spell_resistance: yes
description:
<p>This litany is a sermon of madness. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>. At the start of each of its turns, it can make a Will saving throw against the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> effect (DC of the spell). If the target fails the save, it continues to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>. If it makes the save, the effect ends.</p><p>While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Order
level: inquisitor 3, paladin 2
school: evocation [lawful, language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>By shouting a forceful litany of strictures, you make a chaotic creature more susceptible to the attacks of lawful creatures. If the target is chaotic, it takes double the normal damage from attacks made by creatures that have a lawful aura from a class feature or by creatures that have the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a> subtype. If the target also has the chaotic subtype, when it is hit with attacks made by creatures with a lawful aura, it is also <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round. If this spell targets a nonchaotic creature (or one that lacks the chaotic subtype), it has no effect and the spell is wasted. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Righteousness
level: inquisitor 3, paladin 2
school: evocation [good, language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>Calling down a litany of anathema, you make an evil more susceptible to the attacks of good creatures. If the target is evil, it takes double damage from attacks made by creatures with a good aura (from a class feature or as a creature with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> subtype). If the target also has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> subtype; when it is hit with attacks made by creatures with a good aura, it is also <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> for 1d4 rounds. If this spell targets a nonevil creature (or one that lacks the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> subtype), it has no effect, and the spell is wasted.</p><p>While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Sight
level: antipaladin 3, inquisitor 4, paladin 3
school: divination
casting_time: 1 swift action
components: V, S, DF
range: personal
target: you
duration: 1 round
saving_throw: no
spell_resistance: yes
description:
<p>This litany reveals the unseen to you. You can see <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creatures and objects within 30 feet. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Sloth
level: antipaladin 1, inquisitor 1, paladin 1
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>With a litany against the wages of sloth, you slow the target’s defenses. The target cannot make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> or cast spells defensively.</p><p>While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Thunder
level: antipaladin 4, inquisitor 5, paladin 4
school: evocation [language-dependent, sonic]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You call down a thunderous boom upon your enemy. The target becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> until the condition is removed, and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 1 round. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Truth
level: inquisitor 6, paladin 4
school: divination [language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>With a tirade against deceit, you strip the target of any illusions cloaking it. Any <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> spells or effects affecting the target are suppressed for the spell’s duration. In addition, the target can’t benefit from <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>.</p><p>While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Vengeance
level: antipaladin 4, inquisitor 5, paladin 4
school: transmutation [language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: no
spell_resistance: yes
description:
<p>This litany causes your enemy to feel the pain of blows more sharply. Anyone who hits the target with an attack gains a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> (depending on the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> of the caster) to that attack’s damage. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Warding
level: antipaladin 2, inquisitor 3, paladin 2
school: transmutation
casting_time: 1 swift action
components: V, S, DF
range: personal
target: you
duration: 1 round
description:
<p>With this litany, you become more aware of your opponents. You can make two additional <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> this round. Furthermore, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to AC against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of Weakness
level: antipaladin 1, inquisitor 1
school: necromancy [language-dependent]
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: no
spell_resistance: yes
description:
<p>Your litany proclaims your target weak, sapping its strength. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> for 1 round. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Litany of the Red Crusader
level: antipaladin 1, inquisitor 2, paladin 1
school: necromancy
casting_time: 1 swift action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Fort negates yes
description:
<p>Followers of Arazni have made use of this litany since her days as a crusader and herald. Each time the target creature takes piercing or slashing damage, it takes 1 point of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage; this <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage stacks with itself. While subject to this spell, the target cannot be the target of another spell that has the word “litany” in the title.</p>


name: Liveoak
level: druid 6, shaman 7
school: transmutation
casting_time: 10 minutes
components: V, S
range: touch
target: tree touched
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell turns an oak tree into a protector or guardian. The spell can only be cast on a single tree at a time; while <i>liveoak</i> is in effect, you can’t cast it again on another tree.<i> Liveoak</i> must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The <i>liveoak</i> spell triggers the tree into animating as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/plants/treant">treant</a>.</p><p>If <i>liveoak</i> is <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispelled</a>, the tree takes root immediately wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.</p>


name: Loathsome Veil
level: mesmerist 3, psychic 3, sorcerer/ wizard 3, witch 3
school: illusion (pattern) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a tangle of multicolored threads)
range: close (25 ft. + 5 ft./2 levels)
effect: transparent pattern 40 ft. long, 20 ft. high
duration: concentration + 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell creates a transparent veil of shifting, multicolored strands of light that form into endlessly varied and alien patterns. One side of the veil, chosen by you at the time of casting, is harmless. The other side twists and turns into impossible shapes, affecting any creature with 60 feet who views the veil. The veil 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 with the fewest <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> are affected first. Among creatures with equal <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a>, those who are closest to the spell are affected first. The effect is according to the creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a>.</p><div style="margin-left: 40px">
<p>4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> or fewer: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> while it can see the veil, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1d4 rounds after it last saw the veil, then <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 2d4 rounds after it last saw the veil.</p>
<p>8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> or fewer: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1d4 rounds, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> while it can see the veil, then <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d4 rounds after it last saw the veil.</p>
<p>9 or more <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> while it can see the veil.</p>
</div><p>A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> ignores all effects of the veil. Sightless creatures are not affected by <em>loathsome veil</em>. Affected creatures can avert or close their eyes to avoid seeing the veil, similar to avoiding a gaze attack.</p><p><i>Loathsome veil</i> can be made permanent with the <a href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/" style="font-style: italic">permanency</a> spell by a caster of 10th level or higher for the cost of 7,500 gp.</p>


name: Locate Creature
level: bard 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4
school: divination
components: : V, S, M (fur from a bloodhound)
duration: 10 min./level
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/locate-object">locate object</a></i>, except this spell locates a known creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.</p><p>The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.</p><p>Running water blocks the spell. It cannot detect objects. It can be fooled by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mislead"><i>mislead</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/nondetection"><i>nondetection</i></a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph">polymorph</a> spells.</p>


name: Locate Gate
level: bard 5, cleric 5, occultist 5, psychic 5, sorcerer/wizard 5, summoner 5
school: divination
casting_time: 1 standard action
components: V, S, F/DF (a small lodestone sphere)
range: long (400 ft. + 40 ft./level)
area: circle centered on you with a radius of 400 ft. + 40 ft./level
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>You sense the direction of the nearest <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/t/teleportation-circle">teleportation circle</a> (permanent or with a remaining duration), <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/g/gate">gate</a> spell, or other effect which magically connects two different locations (for example, an active magic item, a creature’s special ability, or unique adventure location). <i>Locate gate</i> detects only spells or effects with a permanent or ongoing duration, not instantaneous effects like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/t/teleport">teleport</a>.</p><p><i>Locate gate</i> can be blocked by spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/n/nondetection">nondetection</a>, if the effect originates from a specific object or creature.</p><p>However, spell effects can’t likewise be warded. For example, <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/ring-gates">ring gates</a> are a specific object, but a permanent <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/t/teleportation-circle">teleportation circle</a> is not (the surface in which it’s inscribed doesn’t count).</p><p><i>Locate gate</i> isn’t blocked by lead, water, or other physical environmental conditions, but it is blocked by any intervening area that is dimensionally warded (such as by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimensional-lock">dimensional lock</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/f/forbiddance">forbiddance</a>).</p>


name: Locate Object
school: divination
casting_time: 1 standard action
components: V, S, F/DF (a forked twig)
range: long (400 ft. + 40 ft./level)
area: circle, centered on you, with a radius of 400 ft. + 40 ft./level
duration: 1 min./level
saving_throw: none
spell_resistance: no
level:
bard 2, cleric/oracle 3, inquisitor 3, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 3, witch 3

description:
<p>You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).</p><p>The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph-any-object/">Polymorph any object</a></i> and<i> <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/nondetection/">nondetection</a></i> fool it.</p>


name: Locate Portal
level: bard 2, cleric 2, druid 2, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, summoner 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S
range: 1 mile/level
area: circle, centered on you, with a radius of 1 mile/level
duration: concentration , up to 1 minute/level
description:
<p>When this spell is active, you feel a mental pull in the direction of any active or operable portal leading to another plane within range of the spell. If multiple portals are present, you are pulled only to the nearest one. If moving causes you to become closer to a different portal, you become drawn to that one instead. The spell gives you the direction of the portal only, not a route. Once you are within 10 feet of the portal, you no longer feel the pull, only the portal’s presence. The spell does not pinpoint or otherwise reveal hidden portals, nor does it do anything to aid in opening or operating them.</p>


name: Locate Weakness
level: bloodrager 3, inquisitor 3, magus 3, occultist 3, psychic 3, ranger 2, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a pickled predator’s eye)
range: personal
target: you
duration: 1 minute/level
description:
<p>You can sense your foes’ weak points, granting you greater damage with critical hits. Whenever you score a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>, roll the attack’s damage dice (but not extra or precision damage dice) twice and take the highest result.</p>


name: Lock Gaze
level: bard 1, inquisitor 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You compel the target to look at you and only you for the spell’s duration or until the spell is discharged. While staring at you, the target is considered to be averting its eyes from every creature but you, granting creatures other than you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> against the target’s attacks. If the target willingly leaves your line of sight, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round and the spell ends. If you willingly leave the target’s line of sight or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>, the spell creature suffers no ill effects. Blind creatures and creatures immune to gaze attacks are immune to this spell.</p>


name: Lockjaw
level: druid 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (sticky tree gum)
range: touch
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You give a creature the ability to use one of its natural attacks to firmly attach itself to an opponent. Choose one of the creature’s natural attacks (usually a claw or bite attack). The creature gains the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-">grab</a> ability with that natural attack, including the +4 bonus on combat maneuver checks to start or maintain a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>. A creature with multiple natural attacks can strike at its <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> opponent with its other natural attacks, but cannot attack any other creature.</p>


name: Locksight
level: alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a small key)
range: touch
target: one creature
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target can observe for 1 full round a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Lock">lock</a> that he is aware of (or object that includes a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Lock">lock</a>, such as a chest or door) that is within 60 feet to automatically determine whether it is open, closed, or jammed.</p><p>If the target creature is trained in <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a>, by concentrating on a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Lock">lock</a> for 3 rounds, he can also determine the quality of the <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Lock">lock</a> (simple, average, good, or superior). This spell does not enable the target to see hidden locks, such as those on secret doors.</p>


name: Longshot
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a piece of fletching)
range: personal
target: you
duration: 1 minute/level
level:
alchemist 1, antipaladin 1, inquisitor 1, magus 1, paladin 1, psychic 1, ranger 1, sorcerer/wizard 1

description:
<p>This spell reduces the effect of range, granting a +10-foot bonus to the range increment of any weapon used by the subject.</p>


name: Longstrider
level: druid 1, ranger 1
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of dirt)
range: personal
target: you
duration: 1 hour/level (D)
description:
<p>This spell gives you a +10 foot <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to your base speed. It has no effect on other modes of movement, such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a>, climb, fly, or swim.</p><div style="margin-left:20px">


name: Lose the Trail
level: antipaladin 2, ranger 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target or targets of this spell can obscure their tracks when fleeing from a pursuer. This increases the DC of any <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks made to track the spell’s targets by 2 per level of the caster.</p>


name: Lost Legacy
level: bard 6, cleric 7, inquisitor 6, occultist 6, psychic 7, sorcerer/wizard 7, witch 6
school: enchantment [curse, mind-affecting]
casting_time: 1 standard action
components: V, S, DF/F (a holy symbol of a dead or forgotten deity, or flag of a fallen or forgotten nation)
range: touch
target: creature touched
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You inflict a powerful curse on a touched creature that causes others to quickly forget positive aspects of their interactions with the target. The target cannot attempt a <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> (or <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Empathy-Ex-">wild empathy</a> or similar ability) check to improve the attitude of other creatures. Any creature that normally has an attitude of friendly or helpful toward the target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save at the spell’s normal saving throw DC each time it interacts with the target, or its attitude becomes indifferent. Once this curse is removed, creatures coming back into contact with the target regain their pleasant memories of it. If their attitudes toward the target have not been reduced from indifferent, their original attitudes are restored.</p>


name: Lost Locale (Samsaran)
level: psychic 9, sorcerer/wizard 9
school: enchantment (compulsion) [mind-affecting]
casting_time: 24 hours
range: 1 mile/level
area: one 1-mile cube/level
description:
<p>This spell functions as lost passage (see below), except that it affects a larger area.</p><p>Lost locale can be made permanent with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/p/permanency">permanency</a> at a cost of 90,000 gp.</p>


name: Lost Passage (Samsaran)
level: bard 4, mesmerist 3, psychic 4, sorcerer/wizard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: one 30-ft. cube/level (S)
duration: 2 hours/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
<p>Creatures in the area of this spell are subject to a subtle <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> that confounds their senses of direction, interferes with recognizing landmarks, and causes them to misjudge distances and angles. Creatures that enter the area must succeed at a new <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> check to avoid becoming lost immediately, whether or not they succeed at their saving throws. Those that fail the save take a penalty on such <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks equal to double your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, treat all squares they enter as difficult terrain for as long as they are in the area and for 1 hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> thereafter, lose the benefit of all effects that allow them to ignore difficult terrain, and take a –4 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>.</p><p>Lost passage can be made permanent with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/p/permanency">permanency</a> at a cost of 10,000 gp.</p>


name: Lover’s Vengeance
level: bard 3, cleric/oracle 3, shaman 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 minute
components: V, M (a piece of jewelry worth at least 100 gp)
range: touch
target: creature touched
duration: up to 1 day/level (D) or until discharged
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You inspire yourself or a lover to a vengeful rage against a chosen enemy, who must be a creature that has wronged you in some way.</p><p>If cast on you, the next time you are in combat with that enemy, you gain the benefits of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/r/rage">rage</a> spell. If cast on a lover, he or she gains the benefits of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/r/rage">rage</a> spell the next time the lover is in combat against your enemy. This variant of the spell must be cast within 1 hour of an intimate encounter with the target. The rage effect lasts 1 round per level. If the creature that triggers the rage effect is one of your lovers or ex-lovers, the benefits granted by the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/r/rage">rage</a> spell double. This spell counts as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/c/contingency">contingency</a> spell on the target for the purpose of multiple contingent effects.</p>


name: Lucky Number
level: bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, sorcerer/wizard 1, summoner 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: one willing creature
duration: 24 hours or until discharged
saving_throw: none
spell_resistance: no
description:
<div>
<p> The Path of Numbers 
 </p></div><div style="padding:10px">
<p>The Path of Numbers is a system of numerology that describes eight basic energies. Any of these types of energy can interact at any time, producing 64 possible combinations. It is believed that those 64 combinations are sufficient to describe the basis of every interaction in the cosmos. No matter the plane, creature, or time in question, every event in the multiverse is based on one of those 64 templates. In short, the Path of Numbers is a periodic table of energetic elements.</p>
</div>


name: Lullaby
level: bard 0, psychic 0
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: living creatures within a 10-ft.-radius burst
duration: concentration + 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>Any creature within the area that fails a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save becomes drowsy and inattentive, taking a -5 penalty on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks and a -2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves against sleep effects while the <i>lullaby</i> is in effect. <i>Lullaby</i> lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.</p>


name: Lunar Veil
level: cleric/oracle 7, sorcerer/wizard 7, witch 7
school: illusion (shadow) [darkness, shadow]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: 120-ft.-radius emanation
duration: 10 minute/level
saving_throw: Will negates, see text
spell_resistance: no
description:
<p>You conjure a tremendous area of shadow to obscure moonlight within the area, creating something akin to a lunar eclipse. The light level is lowered by two steps (though unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness">deeper darkness</a>, areas of normal light or dimmer become normal darkness rather than supernaturally dark). Lycanthropes in the area must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save every round or revert to their <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> forms. In addition, lycanthropes attempting to assume animal or hybrid form within the affected area take a –5 penalty on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> checks to do so.</p>


name: Mad Hallucination
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: illusion (phantasm)
casting_time: 1 standard action
components: V, S
range: close (20 ft.)
target: one humanoid creature
duration: 5 minute/level (maximum 1 hour)
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell induces a hallucinogenic reality in the mind of your target. Surfaces seem to swim, and movement constantly distracts the eye. The target takes a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>, <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> checks, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>-based skill checks, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>-based skill checks.</p>


name: Mad Monkeys
level: bard 3, druid 3, sorcerer/wizard 3, summoner/unchained summoner 3
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: swarm of monkeys
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You summon a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-monkey-swarm">monkey swarm</a>. Creatures failing a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> against the <i>mad monkeys</i>’ distraction attack are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> for 1 minute as well as <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>. The monkeys attempt one <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> each turn as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> against any creature that begins its turn in the swarm, using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> plus your casting ability score bonus (<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-Wisdom-Wis-">Wisdom</a> for <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a> and <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracles</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/bard">bards</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a>, and <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoners</a>) for its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a>. Recovering an item from the monkeys requires a successful disarm or steal attempt against that <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> +10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.</p>


name: Mad Sultan’s Melody
level: bard 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V, S, F (masterwork flute, pipe, or string instrument)
range: close (25 ft. + 5 ft./2 levels)
target: one creature/2 levels, no two of which may be more than 30 ft. apart (see text)
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You imitate the mad cacophony created by the awful beings associated with the Outer God, Azathoth. This spell targets only creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Ooze">ooze</a> type, creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Amorphous-Ex-">amorphous</a> special ability, and non-bipedal creatures with a special association with the Outer Gods. This music draws the targets’ attention to the caster, as per the <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Fascinate-Su-">fascinate</a> <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a>. It affects mindless creatures despite the mindless quality typically granting <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects, though it doesn’t ignore any other <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects the creature might have. The caster doesn’t have to maintain the effect each round—the music continues for the duration of the spell. Creatures <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> by <i>mad sultan’s melody</i> become immune to any other casting of the spell for 24 hours after the spell ends, and the spell ends if the fascination breaks on any of its targets for any reason (such as an attack).</p><p>If you have the <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> class feature and the <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Fascinate-Su-">fascinate</a> <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a>, you can choose to use the spell’s saving throw DC or a DC equal to 10 + 1/2 your levels in the class that grants you <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier, whichever is higher. If you choose to use the latter DC, each round of the melody costs 1 round of <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> and it counts as an active performance for determining how many performances you can have active.</p><p>This spell takes a toll on the caster. Each time you cast it, you take 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>. If your campaign uses <a href="https://www.d20pfsrd.com/gamemastering/other-rules/sanity">the sanity rules</a>, you instead take 2d6 points of sanity damage.</p>


name: Maddening Oubliette
level: cleric/oracle 7, sorcerer/wizard 7, witch 7
school: conjuration (teleportation)
casting_time: 1 round
components: V, S, M (the powdered bones of a creature that died in prison)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: special; see text
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>The target is transported to a dark and dank prison in some unspecified horrific demiplane, where tentacles writhe around, clawed fingers grab at the creature (though they deal no damage), and harsh, whispering voices speak blasphemies and maddening secrets. At the end of each round within this terrifying oubliette, the target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw in order to escape the prison. The saving throw has a penalty equal to the number of rounds the target has spent in the oubliette (minimum –1 and maximum –5). If the target succeeds at its saving throw, it returns to its former space. If that space is occupied or otherwise unavailable, the target is shunted to the nearest available space. When the target returns from the oubliette, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for a number of rounds equal to the number of rounds of imprisonment (minimum 1), unless it was confined in the oubliette for 10 or more rounds, in which case the target is affected as if it were subject to an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/i/insanity">insanity</a> spell instead.</p>


name: Mage Armor
level: bloodrager 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S, F (a piece of cured leather)
range: touch
target: creature touched
duration: 1 hour/level (D)
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>An invisible but tangible field of force surrounds the subject of a <i>mage armor</i> spell, providing a +4 armor bonus to AC.</p><p>Unlike mundane armor, <i>mage armor </i>entails no armor check penalty, arcane spell failure chance, or speed reduction. Since <i>mage armor</i> is made of force, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> creatures can’t bypass it the way they do normal armor.</p>


name: Mage Hand
level: bard 0, magus 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one non-magical, unattended object weighing up to 5 lbs.
duration: concentration
saving_throw: none
spell_resistance: no
description:
<p>You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.</p>


name: Mage’s Crawl Space
level: arcanist 2, bard 2, shaman 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a piece of clay)
range: personal
effect: 5-foot sphere centered on yourself
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>When you cast this spell, you merge with an adjacent natural stone surface, forming a 5-foot pocket within. If the stone surface does not have enough volume to safely contain a 5-foot sphere of empty space, the spell fails. When created, there is sufficient air within the pocket for up to one Medium creature to survive for the spell’s duration, including one additional Tiny or smaller creature, such as a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a>. At the end of the spell’s duration, you are immediately expelled into the nearest available open space adjacent to the surface you merged with.</p>


name: Mage’s Decree
level: bard 5, cleric 6, inquisitor 5, mesmerist 5, psychic 6, sorcerer/wizard 6, summoner 5, witch 6
school: evocation
casting_time: 1 standard action
components: V, S, F (a brass cone or trumpet)
range: up to 1 mile/level; see text
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You speak a short message (up to 25 words), and it is immediately transmitted to each target, who hear it as clearly as if you were standing next to them. By default, the spell targets every creature with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 3 or greater that is within the spell’s range, but at your discretion, you can choose to restrict the spell to certain creatures, causing it to either only deliver its message to creatures meeting a certain criteria, or to deliver it to all creatures except those meeting that criteria.</p><p>The criteria must be something objective and observable. For example, you could cause the mage’s decree to reach only creatures of a certain race. You can’t choose recipients that rely on unobservable information, such as creatures of a certain <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> or of a particular class.</p><p>You can’t pick and choose individual creatures to target or exclude. While the spell’s range defaults to 1 mile per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, you can choose to reduce it to a smaller radius, although the spell’s area can’t be shaped.</p><p>The nature of the spell prevents the message it carries from having any magical power; the message can’t be used to transmit spells or abilities that are conveyed via speech. The message is transmitted in your voice in whatever language you use to speak it, and is not automatically translated. Any steps you take to disguise your voice are just as effective for messages delivered via this spell as they are for your normal speech. Mage’s decree isn’t a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Language-Dependent">language-dependent</a> spell; all targeted creatures receive the message, but might not understand it if they don’t understand the language in which you spoke the message.</p>


name: Mage’s Disjunction
level: sorcerer/wizard 9
school: abjuration
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
area: all magical effects and magic items within a 40-ft.-radius burst, or one magic item (see text)
duration: 1 minute/level
saving_throw: Will negates (object)
spell_resistance: no
description:
<p>All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are unraveled and destroyed completely (ending the effect as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> spell does), and each permanent magic item must make a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or be turned into a normal item for the duration of this spell. An item in a creature’s possession uses its own <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save bonus or its possessor’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save bonus, whichever is higher. If an item’s saving throw results in a natural 1 on the die, the item is destroyed instead of being suppressed.</p><p>You also have a 1% chance per caster level of destroying an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a>. If the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells//a/antimagic-field">antimagic field</a> survives the <i>disjunction</i>, no items within it are disjoined.</p><p>You can also use this spell to target a single item. The item gets a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save at a -5 penalty to avoid being permanently destroyed. Even artifacts are subject to <i>mage’s disjunction,</i> though there is only a 1% chance per caster level of actually affecting such powerful items. If successful, the artifact’s power unravels, and it is destroyed (with no save). If an artifact is destroyed, you must make a DC 25 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a>. Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.</p>


name: Mage’s Faithful Hound
level: sorcerer/wizard 5, summoner 4, unchained summoner 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
range: close (25 ft. + 5 ft./2 levels)
effect: phantom watchdog
duration: 1 hour/caster level or until discharged, then 1 round/caster level; see text
saving_throw: none
spell_resistance: no
description:
<p>You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> creatures. It does not react to figments, but it does react to shadow illusions.</p><p>If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> creature (see <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/i/invisibility"><i>invisibility</i></a>).</p><p>The dog is considered <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">ready</a> to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>. The hound cannot be attacked, but it can be <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispelled</a>.</p><p>The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.</p>


name: Mage’s Lucubration
level: wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: instantaneous
description:
<p>You instantly prepare any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The chosen spell is stored in your mind as through prepared in the normal fashion.</p><p>If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.</p>


name: Mage’s Magnificent Enclosure
level: sorcerer/wizard 9
school: abjuration (force)
casting_time: 1 standard action
range: touch
area: immobile 10-ft.-radius emanation
duration: 1 round/level (D)
saving_throw: none
spell_resistance: see text
components:
V, S, M (a sphere of glass worth 100 gp and an iron nail, with which you pierce the glass on casting)

description:
<p> You call into being around you an invisible barrier of force within which magic cannot persist.</p><p>Within the area of the spell, effects are suppressed and creatures are affected as by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a>. An immobile sphere of impenetrable force surrounds the field, equivalent in all ways to a spherical <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-force">wall of force</a>, including its immunity to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> and vulnerability to a <a href="https://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/sphere-of-annihilation"><i>sphere of annihilation</i></a> or <i><a href="https://www.d20pfsrd.com/magic-items/rods/rod-of-cancellation">rod of cancellation</a></i>. The barrier has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness" rel="nofollow">hardness</a> 40 and 20 hit points per <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Caster-Level-CL-" rel="nofollow">caster level</a>, and can be damaged by both mundane attacks and spells cast from outside the field. If the bubble of force is destroyed, the spell’s duration ends.</p><p>Spells cannot be cast within, into, or out of the enclosure, and teleportation effects that ignore a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-force">wall of force</a> (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport">teleport</a>) are thwarted by the enclosure’s field of antimagic.</p><p><i>Mage’s magnificent enclosure</i> has the same effect on summoned creatures of any type and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> that an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a> does, causing them to wink out of existence for the duration of <i>Mage’s magnificent</i><i> enclosure</i> unless their <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Resistance">spell resistance</a>, if any, allows them to remain where they are within the field.</p>


name: Mage’s Magnificent Mansion
level: sorcerer/wizard 7
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (a miniature ivory door, a piece of polished marble, and a silver spoon, each worth 5 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: extra-dimensional mansion, up to three 10-ft. cubes/level (S)
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You conjure up an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extra-dimensional</a> dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.</p><p>You can create any floor plan you desire to the limit of the spell’s effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/u/unseen-servant">unseen servant</a> spells except that they are visible and can go anywhere in the mansion.</p><p>Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.</p>


name: Mage’s Perusal
level: bard 1, cleric 1, magus 1, sorcerer/ wizard 1
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: book touched
duration: instantaneous
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You gain a brief but incomplete understanding of one book’s contents, equivalent to having skimmed its pages for 1 hour. This insight is not sufficient to translate unknown languages, decipher codes, or memorize text, but it does allow the caster to learn what topics the book discusses— invaluable to an adventurer who must make a snap decision when performing research or deciding whether or not to abscond with a volume. In addition, you instantly benefit from any bonuses or effects the book would normally grant to anyone who reads it for 1 hour.</p>


name: Mage’s Private Sanctum
level: sorcerer/wizard 5
school: abjuration
casting_time: 10 minutes
components: V, S, M (a sheet of lead, a piece of glass, a wad of cotton, and powdered chrysolite)
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft. cube/level (S)
duration: 24 hours (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">Darkvision</a> cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.</p><p><a href="https://www.d20pfsrd.com/magic#TOC-Divination">Divination</a> (scrying) spells cannot perceive anything within the area, and those within are immune to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts"><i>detect thoughts</i></a>. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sending">sending</a></i> or <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/message">message</a></i> spell, or telepathic communication, such as that between a wizard and her familiar.</p><p>The spell does not prevent creatures or objects from moving into and out of the area.</p><p><i>Mage’s private sanctum</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: Mage’s Sword
level: sorcerer/wizard 7
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a miniature platinum sword worth 250 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: one sword
duration: 1 round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> bonus or your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus (for <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a>, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal">ethereal</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of ×2.</p><p>The sword always strikes from your direction. It does not get a bonus for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers.</p><p>Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target.</p><p>The sword cannot be attacked or harmed by physical attacks, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate"><i>disintegrate</i></a>, a <i>sphere of annihilation</i>, or a <i>rod of cancellation</i> affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).</p><p>If an attacked creature has <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Resistance">spell resistance</a>, the resistance is checked the first time <i>mage’s sword</i> strikes it. If the sword is successfully resisted, the spell is <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispelled</a>. If not, the sword has its normal full effect on that creature for the duration of the spell.</p>


name: Magic Army
level: shaman 8, sorcerer/wizard 7
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
duration: 1 hour/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You imbue all manufactured weapons carried by allies within range with magic, granting each weapon a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and damage rolls per 5 caster levels (maximum +4).</p>


name: Magic Aura
level: bard 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, F (a small square of silk that must be passed over the object that receives the aura)
range: touch
target: one touched object weighing up to 5 lbs./level
duration: 1 day/level (D)
saving_throw: none; see text
spell_resistance: no
description:
<p>You alter an item’s aura so that it registers to <i>detect</i> spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing <i>magic aura</i> has <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/identify/">identify</a></i> cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.</p><p>If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), <i>magic aura</i> doesn’t work.</p><p style="margin-left: 40px"><i>Note</i>: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.</p><div style="margin-left: 20px">


name: Magic Boulder
level: cleric 2, druid 2 Target up to three boulders touched
school: transmutation [earth]
target: up to three boulders touched
description:
<p>This spell works like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-stone">magic stone</a>, except you transmute as many as three boulders (rocks up to two size categories smaller than yourself) to use with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rock-Throwing-Ex-">rock throwing</a> ability or as siege engine ammunition. The boulder’s damage increases by one step, and the boulder gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on attack and damage rolls.</p>


name: Magic Circle Against Technology
level: cleric 4, sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (a 3-ft.-diameter circle of powdered copper)
range: touch
duration: 10 minute/level
saving_throw: Will negates (harmless), see text
spell_resistance: no; see text
description:
<p>All creatures within the area gain the effects of a protection from technology spell. Creatures in the area, or that later enter the area, receive only one attempt to suppress technological effects that are controlling them. If a creature succeed at this save, such effects are suppressed as long as the creature remains in the area. Creatures that leave the area and then return are not protected. Robots receive a saving throw and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> to avoid being kept at bay, but the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Deflection-">deflection</a> and resistance bonuses and the protection from mental control apply to non-technological creatures in the area even if a robot succeeds at its saving throw and is thus able to enter the area.</p><p>This spell is not cumulative with protection from technology and vice versa.</p>


name: Magic Circle against Chaos
school: abjuration [lawful]
level:
cleric/oracle 3, inquisitor 3, paladin 3, shaman 3, sorcerer/wizard 3, summoner/unchained summoner 3

description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-evil">magic circle against evil</a>, except that it is similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/p/protection-from-chaos">protection from chaos</a> instead of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a>, and it can imprison a non-lawful <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Calling">called</a> creature.</p>


name: Magic Circle against Evil
school: abjuration [good]
casting_time: 1 standard action
components: V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
range: touch
area: 10-ft.-radius emanation from touched creature
duration: 10 min./level
saving_throw: Will negates (harmless)
spell_resistance: no; see text
level:
cleric/oracle 3, inquisitor 3, paladin 3, shaman 3, sorcerer/wizard 3, summoner/unchained summoner 3

description:
<p>All creatures within the area gain the effects of a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil/">protection from evil</a></i> spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature’s Spell Resistance in order to keep it at bay (as in the third function of <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil/">protection from evil</a></i>), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ Spell Resistance.</p><p>This spell has an alternative version that you may choose when casting it. A <i>magic circle against evil</i> can be focused inward rather than outward. When focused inward, the spell binds a non-good <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Calling">called</a> creature (such as those <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Calling">called</a> by the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/planar-binding/">lesser planar binding</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/planar-binding/">planar binding</a></i>, and <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/planar-binding/">greater planar binding</a></i> spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the <i>magic circle</i>. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil/">protection from evil</a></i> spell for that creature only.</p><p>A <i>magic circle</i> leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Calling">called</a> creature has Spell Resistance, it can test the trap once a day. If you fail to overcome its Spell Resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (<i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/astral-projection/">astral projection</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/blink/">blink</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/d/dimension-door">dimension door</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/etherealness/">etherealness</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gate/">gate</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plane-shift/">plane shift</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shadow-walk/">shadow walk</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport/">teleport</a></i>, and similar abilities) can simply leave the circle through such means. You can prevent the creature’s extra-dimensional escape by casting a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor/">dimensional anchor</a></i> spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the <i>magic circle</i> does. The creature cannot reach across the <i>magic circle</i>, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.</p><p>You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the <i>magic circle</i> more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.</p><p>A successful diagram allows you to cast a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor/">dimensional anchor</a></i> spell on the <i>magic circle</i> during the round before casting any summoning spell. The anchor holds any <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Calling">called</a> creatures in the <i>magic circle</i> for 24 hours per caster level. A creature cannot use its Spell Resistance against a <i>magic circle</i> prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check to break free of the trap (see the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/planar-binding/">lesser planar binding</a></i> spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram – even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.</p><p>This spell is not cumulative with <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil/">protection from evil</a></i> and vice versa.</p>


name: Magic Circle against Good
school: abjuration [evil]
level:
antipaladin 3, cleric/oracle 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner/unchained summoner 3

description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-evil">magic circle against evil</a></i>, except that it is similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-good">protection from good</a> instead of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil"><i>protection from evil</i></a>, and it can imprison a non-evil <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Calling">called</a> creature.</p>


name: Magic Circle against Law
school: abjuration [chaotic]
level:
antipaladin 3, cleric/oracle 3, inquisitor 3, shaman 3, sorcerer/wizard 3, summoner/unchained summoner 3

description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-evil">magic circle against evil</a></i>, except that it is similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-law">protection from law</a> instead of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil"><i>protection from evil</i></a>, and it can imprison a non-chaotic <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Calling">called</a> creature.</p>


name: Magic Fang
level: druid 1, ranger 1, summoner/unchained summoner 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: living creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p><i>Magic fang</i> gives one natural weapon or unarmed strike of the subject a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.</p><p><i>Magic fang</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/p/permanency">permanency</a> spell.</p><div style="margin-left:40px">


name: Magic Jar
level: alchemist 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (a gem or crystal worth at least 100 gp)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 hour/level or until you return to your body
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>By casting <i>magic jar</i>, you place your soul in a gem or large crystal (known as the <i>magic jar</i>), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the <i>magic jar</i>. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the <i>magic jar</i> 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 is, as near as anyone can tell, dead.</p><p>While in the <i>magic jar</i>, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more HD between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)</p><p>You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.</p><p>Attempting to possess a body is a full-round action. It is blocked by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a> or a similar ward. You possess the body and force the creature’s soul into the <i>magic jar</i> unless the subject succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Failure to take over the host leaves your life force in the <i>magic jar</i>, and the target automatically succeeds on further saving throws if you attempt to possess its body again.</p><p>If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the <i>magic jar</i>. 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, base attack bonus, base save bonuses, alignment, 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>, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.</p><p>As a standard action, you can shift freely from a host to the <i>magic jar</i> if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.</p><p>If the host body is slain, you return to the <i>magic jar</i>, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.</p><p>If the spell ends while you are in the <i>magic jar</i>, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the <i>magic jar</i> returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispelled</a> at either the <i>magic jar</i> or the host’s location.</p>


name: Magic Missile
level: bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.</p><p>The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> or total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.</p><p>For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Resistance">spell resistance</a> or roll damage.</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 <i>magic missile</i> to destroy one or more images from a <a href="https://www.d20pfsrd.com/magic/all-spells/m/mirror-image/" style="font-style: italic">mirror image</a> spell?</p>
<p>No. <i>Magic missile</i> 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 class="source">[<a href="http://paizo.com/paizo/blog/v5748dyo5ld4f" rel="nofollow noopener" target="_blank">Source</a>]</p>
</div>
</div>


name: Magic Mouth
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (a small bit of honeycomb and jade dust worth 10 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object
duration: permanent until discharged
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
bard 1, medium 2, mesmerist 1, occultist 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 1

description:
<p>This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be 25 or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. <i>Magic mouth</i> can also be placed upon a tree, rock, or any other object or creature.</p><p>The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness/">darkness</a></i> or <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/invisibility/">invisibility</a></i> does. Silent movement or magical <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silence/">silence</a></i> defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A <i>magic mouth</i> cannot distinguish alignment, level, Hit Dice, or class except by external garb.</p><p>The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a <i>magic mouth</i> to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.</p><p><i>Magic mouth</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: Magic Siege Engine
level: antipaladin 2, cleric 2, inquisitor 2, paladin 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: one siege engine touched
duration: 1 minutes/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>This spell permits an indirect fire <a href="https://www.d20pfsrd.com/gamemastering/other-rules/siege-engines">siege engine</a> to bombard its targets with greater accuracy, delivering more damage. The siege weapon receives a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on targeting rolls and damage rolls. If used on a direct fire siege weapon, this spell acts a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-weapon">magic weapon</a>.</p><a name="greater"></a>


name: Magic Stone
level: cleric/oracle 1, druid 1, shaman 1
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 30 minutes or until discharged
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a>), or 2d6+2 points against <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>.</p>


name: Magic Vestment
level: cleric/oracle 3, inquisitor 3, shaman 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: armor or shield touched
duration: 1 hour/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You imbue a suit of armor or a shield with an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> of +1 per four caster levels (maximum +5 at 20th level).</p><p>An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.</p>


name: Magic Weapon
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: weapon touched
duration: 1 min./level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
level:
antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, paladin 1, shaman 1, sorcerer/wizard 1

description:
<p><i>Magic weapon</i> gives a weapon a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on attack and damage rolls. An <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> does not stack with a masterwork weapon’s +1 bonus on attack rolls.</p><p>You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/magic-fang"><i>magic fang</i></a>). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.</p><a name="greater"></a>


name: Magical Beast Shape
level: sorcerer/wizard 7
school: transmutation (polymorph)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/beast-shape">beast shape IV</a> except you can assume the form of only a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beast</a> of a size between Diminutive and Huge. If the form you assume has any of the following abilities, you gain those abilities: <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a> 60 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a> 30 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 90 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, <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/bestiary/rules-for-monsters/universal-monster-rules#TOC-Tremorsense-Ex-"></a><a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Tremorsense">tremorsense</a> 60 feet, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Blood-Drain-Ex-">blood drain</a>, blood frenzy, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a> (if damage, up to 12d6 points), <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Constrict-Ex-">constrict</a>, <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/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ferocity-Ex-">ferocity</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-">grab</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-talents/hold-breath-ex">hold breath</a>, jet, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-No-Breath-Ex-">no breath</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Pounce-Ex-">pounce</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Powerful-Charge-Ex-">powerful charge</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Pull-Ex-">pull</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rake-Ex-">rake</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rend-Ex-">rend</a>, roar, spikes, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Trample-Ex-">trample</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a>, and web. If the creature has <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, you gain a +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saves against <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>.</p><p>If the creature has <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> or resistance to any energy types, you gain <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resistance">resistance</a> 20 to those energy types. If the creature has <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a> to an energy type, you gain that <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Vulnerabilities-Ex-or-Su-">vulnerability</a>.</p><p style="padding-left: 30px"><b>Diminutive Magical Beast</b>: If you assume this form, you gain a +10 <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> score and take a –4 penalty to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score.</p><p style="padding-left: 30px"><b>Huge Magical Beast</b>: If you assume this form, you gain a +8 <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> score, take a –4 penalty on your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> score, 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-Constitution-Con-">Constitution</a> score, and gain a +7 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>.</p>


name: Magnetic Field
level: alchemist 6, cleric 7, magus 6, sorcerer/wizard 7, summoner 6, witch 7
school: abjuration
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: 30-ft.-radius emanation
duration: 1 round/2 levels (D)
saving_throw: Reflex negates (object; see text)
spell_resistance: yes (object)
description:
<p>You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the duration of the spell.</p><p>Unattended metal objects in range—including weapons, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor</a>, and anything made primarily out of metal—are pulled violently toward you, stopping just short of your space and falling harmlessly to the ground. Objects secured to a nonmetallic fixture remain where they are unless a forceful tug would be enough to detach them. Loose objects weighing more than 500 pounds are not affected. If the magnetic field would cause a dangerous metal object such as a sword or <a href="https://www.d20pfsrd.com/equipment/goods-and-services/tools-kits#TOC-Anvil">anvil</a> to intersect a square occupied by a creature, that creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or take damage as if from an improvised weapon of the object’s size (or smaller or larger, at the GM’s discretion).</p><p>A creature in the area wearing metal <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor</a>, wielding a metal weapon, or holding a metal object must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or be dragged 5 feet closer to you in a straight line, as if affected by the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Pull-Ex-">pull</a> universal monster rule (Bestiary 303). A creature can drop a metal object it’s holding as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> to avoid the effect if it’s not wearing metal armor; a creature being dragged by its shield can loosen it as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> and drop it as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. Creatures made entirely or mostly of metal take a –2 penalty on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves. Creatures that fail their saves by 5 or more are pulled an additional 5 feet closer for every increment of 5 by which they failed their saves.</p>


name: Magnifying Chime
level: bard 6
school: transmutation [sonic]
casting_time: 10 minutes
components: V, S
range: touch
target: one unattended object or object in your possession
effect: disruptive vibrations
duration: 1 round/level
saving_throw: Fortitude half (see text)
spell_resistance: yes
description:
<p>You cause the touched object to vibrate and release sonic energy once per round as a loud, dangerous chime. The sound grows in strength as time passes. On your turn in the round after you cast the spell, the chime deals 1d6 points of sonic damage to all creatures and objects within 5 feet of the target. Each round after that, the damage increases by 1d6 and reaches 5 feet farther in all directions. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save halves the damage for that round only.</p>


name: Majestic Image
level: bard 4, cleric 4, medium 4, mesmerist 4, occultist 4, sorcerer/wizard 4, spiritualist 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (a drop of paint and a ball of clay)
range: 200 ft./level
effect: transfer consciousness to an object bearing your likeness
duration: concentration
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You cast your consciousness into a single object within range that bears your likeness, as if choosing a specific image with the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/e/enter-image">enter image</a>. In addition to observing your surroundings, speaking, and manipulating the image you inhabit, however, you can converse with nearby creatures and use your normal social skills.</p><p>You gain a +5 bonus on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks to tell lies and <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks to make a request. You gain a +2 bonus on <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks and use the object’s size to determine whether you gain a bonus or penalty on <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks for size.</p>


name: Major Creation
level: sorcerer/wizard 5, summoner/unchained summoner 4, witch 5
school: conjuration (creation)
casting_time: : 10 minutes
range: close (25 ft. + 5 ft./2 levels)
duration: see text
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/minor-creation">minor creation</a></i>, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Hardness and Rarity Examples</th>
<th class="text">Duration</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Vegetable matter</td>
<td class="text">2 hr./level</td>
</tr>
<tr>
<td class="text">Stone, crystal, base metals</td>
<td class="text">1 hr./level</td>
</tr>
<tr>
<td class="text">Precious metals</td>
<td class="text">20 min./level</td>
</tr>
<tr>
<td class="text">Gems</td>
<td class="text">10 min./level</td>
</tr>
<tr>
<td class="text">Rare metal*</td>
<td class="text">1 round/level</td>
</tr>
</tbody>
</table><p style="font-size: 12px">* Includes <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a>, <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Silver-Alchemical">alchemical silver</a>, and <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Mithral">mithral</a>. You can’t use major creation to create a cold iron item.</p>


name: Major Image
level: bard 3, magus 3, medium 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
school: illusion (figment)
duration: Concentration +3 rounds
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silent-image/">silent image</a></i>, except that sound, smell, and thermal illusions are included in the spell effect. While <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentrating</a>, you can move the image within the range.</p><p>The image disappears when struck by an opponent unless you cause the illusion to react appropriately.</p>


name: Major Phantom Object
level: sorcerer/wizard 5
school: illusion (shadow) [shadow]
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: illusory, unattended, non-magical object, 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/major-creation">major creation</a> spell, except as noted above and 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: Make Lost
level: bard 2, druid 2, ranger 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You strip the targets of their senses of direction and recent memories of travel. They immediately forget the route they took in the last hour (but not details of encounters along the way) and become lost.</p>


name: Make Whole
level: cleric/oracle 2, occultist 2, psychic 2, sorcerer/wizard 2
school: transmutation
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one object of up to 10 cu. ft./level or one construct creature of any size
duration: instantaneous
saving_throw: : Will negates (harmless, object)
spell_resistance: : yes (harmless, object)
description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/m/mending/" style="font-style: italic">mending</a>, except that it repairs 1d6 points of damage per level when cast on an object or construct creature (maximum 5d6).</p><p><i>Make whole</i> can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as <a href="https://www.d20pfsrd.com/magic-items/wands" style="font-style: italic">wands</a>) and single-use items (such as <a href="https://www.d20pfsrd.com/magic-items/potions" style="font-style: italic">potions</a> and <a href="https://www.d20pfsrd.com/magic-items/scrolls" style="font-style: italic">scrolls</a>) cannot be repaired in this way. When <i>make whole</i> is used on a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> creature, the spell bypasses any immunity to magic as if the spell did not allow <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Resistance">spell resistance</a>.</p><div style="margin-left: 20px">


name: Malediction
level: antipaladin 4, cleric 4, shaman 4, spiritualist 4, witch 4
school: necromancy [curse, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: 1 creature touched
duration: 1 minute and instantaneous (see text)
saving_throw: Will negates
spell_resistance: yes
description:
<p>Channeling the blasphemy of fiends into your hand, you mark your target with a brief but fundamental corruption, causing its soul to be irretrievably damned should it die within the next minute. If you are lawful evil, souls are sent to <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Hell-Lawful-Evil-">Hell</a>. If you are neutral evil, souls are sent to <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Abaddon-Neutral-Evil-">Abaddon</a>. If you are chaotic evil, souls are sent to the Abyss.</p><p>A target killed while under the effect of this spell cannot be resurrected by normal means. Only a worshiper of a deity or demigod of your alignment can return a soul damned by <em>malediction</em> to life without difficulty. Other spellcasters must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC = 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) to restore to life a creature slain while under the effects of <em>malediction</em>. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">Miracle</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a> can return the victim of a <em>malediction</em> to life without requiring a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check.</p><p>A soul can also be freed by the efforts of someone bodily going to the appropriate plane, locating the affected soul, and leading it out of the plane, which allows it to go to its intended destination in the afterlife and be resurrected as normal. You can end the effects of your own <em>malediction</em> by casting the spell again and concentrating on a past target. Doing so only frees the past target to go to its rightful place in death; it does not return the target to life.</p><p>Spells such as <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/d/dispel-magic">dispel magic</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a> negate this spell if successfully cast before the target dies.</p>


name: Malediction (PZO9213)
level: cleric/oracle 4
school: necromancy [evil]
casting_time: 1 standard action
components: V, S
range: touch
target: 1 creature touched
duration: 1 minute and instantaneous (see text)
saving_throw: Will negates
spell_resistance: yes
description:
<p>Channeling the blasphemy of the Pit into your hand, you mark your target with a brief but fundamental corruption, causing its soul to be irretrievably damned to Hell should it die within the next minute. Those killed while under the effect of this spell cannot be resurrected by normal means. Only a worshiper of Asmodeus (or of your deity, if you are not a worshiper of the Prince of Darkness) can return a soul damned by <i>malediction</i> to life. Spells like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/raise-dead">raise dead</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resurrection">resurrection</a> cast by the worshipers of other deities automatically fail, though they do reveal that the target soul has met a perhaps undeserved torment in Hell. The spells <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a></i> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a> return the victim of a <i>malediction</i> to life, regardless of the caster’s deity.</p><p>A soul may also be freed by the efforts of someone bodily going to Hell, locating the affected soul, and leading it out of the plane, which allows it to go to its intended destination in the afterlife and be raised normally. You can end the effects of your own <i>malediction</i> by casting the spell again and concentrating on a past target. Doing so frees the past target to its rightful place in death; it does not return the target to life.</p><p>Spells such as <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/d/dispel-magic">dispel magic</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a> negate this spell if successfully cast before the target dies.</p>


name: Malfunction
level: sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: one construct
duration: 1 round/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>This functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/confusion/">confusion</a>, except it only affects <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a>, and instead of babbling incoherently, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> takes no actions on its turn (but may still make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>).</p>


name: Malicious Spite
level: bard 3, sorcerer/wizard 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (powdered turquoise worth 150 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You invoke feelings of a driving malicious intent. The target’s malice is directed at a second individual as designated by you at the time of casting. Thereafter, the target attempts to slander, abuse, and even plot murder against the target of its spite. This loathing is not overt, and the target’s actions against the object of its spite remain subtle and indirect. The enchanted target remains within its financial and ethical means when acting against the second individual, though the malice toward this other person pushes the target to the limit of what it would do to a hated individual.</p><p>Each day, the target takes 2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a> as the all-encompassing spite dominates its thoughts. The target can only alleviate the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ability-Damage-and-Drain-Ex-or-Su-">ability damage</a> by acting upon the emotion and performing a spiteful act. Examples of spiteful acts are spiking the target’s drink to make it an easier target for thugs, damaging the target’s property, starting foul rumors about the target, framing the target for a crime, paying lepers or beggars to accost the target, extorting or blackmailing the target, or arranging for others to physically harm the target.</p><p>When the spell ends, the target remembers the spiteful behavior, but not the motivation for it.</p>


name: Mantle of Calm
level: cleric 3, inquisitor 3, mesmerist 2, paladin 3, psychic 3, shaman 3
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level (D)
saving_throw: none and Will negates (see text)
spell_resistance: no and yes (see text)
description:
<p>You surround yourself with a mantle of calm serenity. You take a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, and opponents gain a +2 bonus on saving throws against spells you cast. Any creature affected by a <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> effect (<a href="https://www.d20pfsrd.com/classes/core-classes/barbarian">barbarian’s</a> <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a>, <a href="https://www.d20pfsrd.com/classes/hybrid-classes/bloodrager">bloodrager</a>‘s bloodrage, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Blood_Rage_Ex">blood rage</a> monster ability, <a href="https://www.d20pfsrd.com/magic/all-spells/r/rage/" style="font-style: italic">rage</a> spell, <a href="https://www.d20pfsrd.com/classes/hybrid-classes/skald">skald’s</a> inspired rage raging song, and so on) that strikes you with a melee attack must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw, without the <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> effect’s bonus to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a>; failure means the <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> effect ends (as if it were dispelled or the creature voluntarily ended it, as appropriate).</p><p>If you become affected by a <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> effect while this spell is active, this spell immediately ends. If your <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">rage</a> effect comes from a skald’s <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian#TOC-Rage-Ex-">raging</a> song, then it ends only for you, and you cannot re-accept the effects of the song.</p>


name: Mantle of Doubt
level: mesmerist 6, psychic 8
school: illusion (phantasm) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level (D)
description:
<p>You wrap your mind in phantasms of crippling doubt that assail any who dare harm you. When a creature within the mantle’s radius attacks you or attempts to affect you with a harmful effect, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save as these <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/spectre">spectres</a> of uncertainty force themselves into its mind. Ongoing effects trigger the mantle only if the creature consciously directs them against you. A given creature need only roll a saving throw against your <i>mantle of doubt</i> at most once per round. If the creature’s attack or effect against you was a psychic spell or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, that creature’s save takes a –4 penalty. A creatures that fails its save against your <i>mantle of doubt</i> is affected for 1d4+1 rounds, during which time it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, cannot <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flank</a>, and no longer threatens creatures within its reach. In addition, it takes a –2 penalty on saves against <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects, which stacks with the penalties for being <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>. If your <i>mantle of doubt</i> affects a creature that is already <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, that creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> level doesn’t increase. Instead, mounting doubts stagger the creature for 1 round and deal 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Charisma damage</a> to it.</p><p>Spell resistance applies against assaults from a <i>mantle of doubt</i>, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects negates the spell’s effects. If you are immune to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects, you can still cast <i>mantle of doubt</i> on yourself.</p><div style="width:190px;height:250px;margin:5px auto">
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name: Mantle of the Magic Warriors
level: druid 5, shaman 5, sorcerer/wizard 5
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one good-aligned creature/3 levels
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You weave golden masks shaped like <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> around the targets’ faces, imbuing each target with an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> spirit that matches her strength of character. Each target gains one <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> special ability of your choice granted by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/b/beast-shape">beast shape I</a>. You can choose a different special ability for each target.</p>


name: Marching Chant
level: bard 2, cleric 2
school: transmutation
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: concentration
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You invigorate your allies, who can hustle as long as you continue to sing or chant (which requires your <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>). This movement counts as a walk (not a hustle) for the purpose of accruing <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a>. You can concentrate on this spell and hustle at the same time.</p>


name: Marid’s Mastery
level: bloodrager 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
school: transmutation [water]
casting_time: 1 standard action
components: V, S
range: touch
target: willing creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target gains a +1 bonus on attack and damage rolls if it and its opponent are touching water. If the opponent or the target is touching the ground, the target takes a –4 penalty on attack and damage rolls.</p>


name: Marionette Possession
level: alchemist 3, mesmerist 3, psychic 3, sorcerer/wizard 3, summoner/unchained summoner 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, F (a piece of paper with the target’s name)
range: medium (100 ft. + 10 ft./level)
target: one willing creature
duration: 10 minutes/level or until you return to your body
saving_throw: none
spell_resistance: yes
description:
<p>You project your soul out of your body and into the body of a willing creature. This possession is blocked by <a href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil/" style="font-style: italic;">protection from evil</a> or a similar ward. The target’s soul shares its body with you; it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> but can still use its senses. You and the target’s soul can communicate telepathically as if using a common language.</p><p>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 <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> (such as a bite or sting). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> the body’s extraordinary, <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like</a>, or <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> abilities.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can return to your own body, ending the spell. While your soul is possessing the target, your body is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>. If the host body is slain, you return to your own body if it is within range, and the life force of the host departs (it is slain). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.</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;"> </p>
<p><sup>1</sup> This spell can not target unintelligent undead.</p>
<p class="source"><a href="https://www.facebook.com/seankreynolds" rel="nofollow noopener" target="_blank">Source</a></p>
<p><sup>2</sup> The saving throw should be “none.” but this has not been added to an official errata at this time.</p>
<p class="source"><a href="http://paizo.com/people/SeanKReynolds19m1e" rel="nofollow noopener" target="_blank">Source</a></p>
</div>
</div>


name: Mark of Blood
level: bloodrager 2, inquisitor 2, sorcerer/wizard 2, witch 2
school: transmutation [curse]
casting_time: 1 standard action
range: touch
duration: 1 minute and permanent (see text)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You place a drop of your blood on a weapon and charge it with magic so that you transfer a small amount of your life essence to the next living creature you strike with the weapon. Thereafter, you can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to know the direction and general distance of that creature. The target can negate this effect with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. You must strike a creature within 1 minute of casting this spell or the magic is wasted, but once the mark of blood takes effect it is permanent until dispelled or removed via an effect like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a>.</p>


name: Mark of Buoyancy
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: touched object weighing up to 10 lbs./level
duration: 1 hour/level (D)
saving_throw: Will negates (object)
spell_resistance: yes (object)
level:
arcanist 3, bard 3, cleric 3, magus 3, occultist 3, oracle 3, psychic 3, skald 3, sorcerer 3, summoner 3, unchained summoner 3, warpriest 3, wizard 3

description:
<p>You cause the touched object to become lighter than air, such that it floats if not weighted down. The object is effectively weightless and, if left unattended, will rise to a number of feet off the ground equal to twice your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, and then remain floating at that height. The object can be pushed, dragged, carried, or otherwise moved normally, and it can be carried by the wind if not held or secured. The object is buoyant enough that it can carry an additional weight of up to 10 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> with it, potentially allowing it to be used to carry small objects or creatures.</p><p>Mark of buoyancy 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 the cost of 7,500 gp.</p>


name: Mark of Justice
level: cleric/oracle 5, inquisitor 5, paladin 4, witch 5
school: necromancy [curse]
casting_time: 10 minutes
components: V, S, DF
range: touch
target: creature touched
duration: permanent; see text
saving_throw: none
spell_resistance: yes
description:
<p>You mark a subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of undesirable behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/b/bestow-curse"><i>bestow curse</i></a>.</p><p>Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.</p><p>Like the effect of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bestow-curse"><i>bestow curse</i></a>, a <i>mark of justice</i> cannot be dispelled, but it can be removed with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/b/break-enchantment"><i>break enchantment</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/l/limited-wish"><i>limited wish</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle"><i>miracle</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/r/remove-curse"><i>remove curse</i></a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a> spell.<i> <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/r/remove-curse">Remove curse</a></i> works only if its caster level is equal to or higher than your <i>mark of justice</i> caster level. These restrictions apply regardless of whether the mark has activated.</p>


name: Mark of Obvious Ethics
level: cleric 3
school: divination [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You mark one creature with a glowing sigil. The target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> must be opposite yours on at least one <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> axis—if you are neutral with no other <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, the target must have an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> with no neutral component. Any creature that sees the target can attempt a DC 15 <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (religion) check to discern the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, even if the mark is covered. You are aware of the direction and distance to the target as long as it remains within 100 miles of you and on the same plane.</p>


name: Mark of Spite
level: mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S, M (a drop of blood)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You must succeed at a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to place your mark on the victim. While the mark remains, you may injure yourself as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, dealing a number of points of damage equal to 1d8 plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier. The recipient of the mark automatically takes twice the amount of damage that you deal to yourself, bypassing any <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>, immunities, or resistances.</p>


name: Mark of the Reptile God
level: antipaladin 4, cleric 4, inquisitor 4, oracle 4
school: transmutation (curse)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Fort negates
spell_resistance: yes
description:
<p>If you succeed at a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>, you burn your handprint onto the flesh of a creature, dealing 1d6 points of acid damage.</p><p>The mark can be placed on any exposed portion of the creature, typically the head or forearm. The flesh around the handprint becomes rough and scaly, like the hide of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/lizard/lizard-common">lizard</a>. It also glows with a green radiance (shedding light as a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Torch">torch</a>) when brought within 60 feet of you. While the handprint glows, the target takes a -2 penalty to AC against your attacks and on saving throws to resist any spell you cast or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> you use.</p><p>Additionally, each day the target remains cursed, more and more of its flesh becomes covered in reptilian scales. The target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save each day or take 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Charisma damage</a>, 1 point of which is <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Charisma drain</a> instead. A creature reduced to 0 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> by this effect is immediately transformed into a small, harmless cave <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/lizard/lizard-common">lizard</a>, as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/b/baleful-polymorph">baleful polymorph</a> spell.</p><p>As with the effects of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/b/bestow-curse">bestow curse</a>, the curse inflicted by this spell cannot be dispelled, but it can be removed with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/b/break-enchantment">break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/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/m/r/remove-curse">remove curse</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/w/wish">wish</a> spell.</p>


name: Marks of Forbiddance
level: paladin 3
school: abjuration [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p><i>Marks of Forbiddance</i> magically brand two creatures, preventing them from committing violence against one another. When you cast this spell choose one enemy and one ally within range. Both targets become branded with the sigil of forbiddance. Until the end of the spell’s duration, in order for the two targets to attack one another, even with a targeted spell, each attacker must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If the save succeeds, that target can attack the other normally.</p><p>If the save fails, the target can’t follow through with the attack and the action is lost. This spell does not prevent the targets from attacking each other with area of effect spells or abilities. </p>


name: Martial Marionette
level: bard 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a marionette’s crossbar)
range: close (25 ft. + 5 ft./2 levels)
target: 1 creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>When you cast this spell, you take partial control of an opponent’s limbs, making it difficult for him to attack you. Any attacks made against you by the target of the spell take a –2 penalty due to the erratic and random motions the spell forces onto any efforts to strike you. In addition, any creature suffering the effects of this spell cannot <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flank</a> you and cannot aid other opponents in <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> you.</p><p>As long as the affected creature is adjacent to you, you can cause the creature’s limbs to flail into the path of other attacks against you as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>. This provides partial <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> against that attack, granting you a +2 bonus to AC and a +1 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves.</p>


name: Martial Telekinesis
level: magus 4, occultist 4, psychic 3, sorcerer/wizard 4, spiritualist 4 Duration instantaneous
school: evocation
duration: instantaneous
description:
<p>You mingle the power of your mind and body to exert force beyond your reach. This spell functions as the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> version of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/t/telekinesis">telekinesis</a>, except as noted above. Alternatively, you can inflict a telekinetic <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a> with this spell, using your own <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed">unarmed strike</a> damage and applying your primary spellcasting ability score modifier to the damage in place of your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier.</p>


name: Martyr’s Bargain
level: cleric 2, paladin 2
school: transmutation (good)
casting_time: 1 immediate action
components: V
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>Among the faithful followers of the gods of purity <i>martyr’s bargain</i> represents true faith and true sacrifice.</p><p>You cast this spell as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> when you are subject to a spell or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> that deals hit point damage, after <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and saving throws have been rolled but before the damage itself is determined. The damage dealt by the spell and any related effects are then delayed for you (and you only) for a number of rounds equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>At the end of that time (or immediately if martyr’s bargain is dispelled), the delayed damage takes effect on you as it would have at the time it was cast, but is <a href="https://www.d20pfsrd.com/feats/metamagic-feats/maximize-spell-metamagic">maximized</a> as if affected by the <a href="https://www.d20pfsrd.com/feats/metamagic-feats/maximize-spell-metamagic">Maximize Spell</a> metamagic feat. Spells and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> that were already maximized gain no additional benefit from this spell. Nothing can prevent this delayed damage from affecting you.</p><p>You can be affected by only one martyr’s bargain spell at a time. If you cast this spell while you are already under the effects of a previous martyr’s bargain, the previous spell effect ends and you immediately take the damage it had delayed.</p>


name: Mask Dweomer
level: occultist 1, psychic 1, witch 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S, M (a piece of gauze)
range: touch
target: creatures or objects touched
duration: 1 day/level (D)
saving_throw: none; see text
spell_resistance: no
description:
<p>You mask and manipulate a spell’s magic aura to make it harder to detect. Select one spell effect on the target creature or object. You must have either cast this spell yourself or have perceived it by means of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/"><i>detect magic</i></a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-sight/"><i>arcane sight</i></a>.</p><p>Both the desired spell effect and <i>mask dweomer</i> are hidden from <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/"><i>detect magic</i></a>, although more powerful spells (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/arcane-sight/"><i>arcane sight</i></a>) pierce the deception if the caster succeeds on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/analyze-dweomer/"><i>Analyze dweomer</i></a> automatically detects both <i>mask dweomer</i> and any masked spell effects.</p>


name: Mask From Divination
level: alchemist 5, bloodrager 4, magus 5, shaman 5, sorcerer/wizard 5, witch 5
school: divination
casting_time: 1 standard action
components: V, S, F (an eyeless mask), M (diamond dust worth 200 gp)
range: touch
target: creature touched
duration: 24 hours
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>As part of the action used to cast this spell, you place the mask used as the focus component on the target’s face, after which it adheres tightly to the target for the spell’s duration and cannot be removed by physical force. Despite lacking eyes, this mask does not impair its wearer’s vision in any way. While in effect, this spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/n/nondetection">nondetection</a>, except it also foils <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> spells that attempt to gather information about the creature, even if they don’t target it specifically. In the case of <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> spells that would normally reveal the wearer’s presence, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/see-invisibility">see invisibility</a>, the spell works, but the wearer is detected only if the caster succeeds at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check. Likewise, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/scrying">scrying</a> attempts that specifically target the wearer do not work at all unless the caster succeeds at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check. In addition, the DCs of skill checks to learn about the wearer or identify the wearer and its strengths and weaknesses-including <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks to gather information, <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks opposed by the target’s <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks, and <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks-increase by 4.</p><p>The mask cannot be removed for the duration of the spell, and the fact that the target is wearing the focus mask cannot be hidden in any way from creatures that observe the target.</p>


name: Masochistic Shadow
level: antipaladin 4, bloodrager 4, magus 4, occultist 4, shaman 4, sorcerer/ wizard 4, witch 4
school: necromancy [evil, shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates, then Reflex partial; see text
spell_resistance: yes
description:
<p>You animate the target’s shadow with semi-living energies drawn from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>, instilling a maddening hunger for its owner’s life energy within it. If the target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a> as a quasi-real shadow manifests in its space and attacks it. This shadow remains attached to the target and moves wherever the target moves.</p><p>At the start of each subsequent round, the target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or take 1d4 additional points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a>; a successful save reduces the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a> to 1 point. If its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score is reduced to 0 by this spell’s effects, the target dies. If the target is in bright light, it gains a +2 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves against this spell. If the target is in darkness, it takes a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves against this spell.</p>


name: Massacre
level: cleric 9, psychic 9, shaman 9, sorcerer/wizard 9, witch 9
school: necromancy [death]
casting_time: 1 standard action
components: V, S, M (a flask of ectoplasmic residue)
area: 60-ft. line
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You unleash a wave of necromantic energy that snuffs out the life force of those in its path. This wave pulses out from you in a line 5 feet wide and 30 feet long. The wave visibly rips the souls from the bodies of those it passes through, which manifest as screaming, transparent versions of the affected creatures. The wave kills every living creature of 17 or fewer HD in the line, starting with the creature closest to you, to a maximum of 1d4 HD of creatures per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. No creature of 18 or more HD can be affected.</p><p>If a creature succeeds at its saving throw or has too many HD, it doesn’t count against the HD the spell can kill The wave continues to affect creatures as it rolls away from you until you either run out of HD to affect or reach the limit of the spell’s area. If the spell does not kill any creatures, the unreleased necromantic energy violently explodes in the final square of the 60-foot line, dealing 10d6 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> to any creature in that square with no saving throw. If several creatures occupy the same square, roll randomly to determine which is affected.</p>


name: Masterwork Transformation
level: bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 hour
components: V, S, M (see below)
range: touch
target: one weapon, suit of armor, shield, tool, or skill kit touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.</p><p>The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).</p>


name: Master’s Escape
level: cleric 4, druid 4, sorcerer/wizard 4, summoner 3, witch 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: you and one summoned creature you control
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, causing your summoned creature to <a href="https://www.d20pfsrd.com/magic/all-spells/m/t/teleport" style="font-style: italic">teleport</a> to your former space. If your summoned creature is reduced to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> before you can use this spell’s effect, you can teleport to a space that you can see within 30 feet as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>. After using either of these effects, the spell ends. A <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> can target his <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a> with this spell.</p>


name: Master’s Mutation
level: druid 5, sorcerer/wizard 5, summoner 5, witch 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: you and one summoned creature you control
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can mold the ephemeral substance of the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Outer-Planes">Outer Planes</a>, mutating one summoned creature that you control to better suit your needs. Select up to two of the following abilities and grant them to the target for the spell’s duration: <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> 30 feet, climb 40 feet, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Constrict-Ex-">constrict</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 90 feet, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ferocity-Ex-">ferocity</a>, fly 60 feet (average maneuverability), <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-">grab</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Jet-Ex-">jet</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Rake-Ex-">rake</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, swim 60 feet, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Trample-Ex-">trample</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a>, or water breathing.</p><p>Additionally, instead of selecting an ability, you can replace one of the target’s primary <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> with another <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a> that deals the same amount of damage, such as replacing a Medium target’s bite attack (1d6) with a gore attack (1d6). If you choose to alter a creature’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a>, all attacks of the chosen type are altered. A <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> can target his <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a> with this spell.</p>


name: Matchmaker
level: bard 2, mesmerist 2, sorcerer/wizard 3, witch 3
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: S, M (a rose petal)
range: medium (100 ft. + 10 ft./level)
target: two living creatures
duration: 1 hour/level
saving_throw: Will partial, see text
spell_resistance: yes
description:
<p>You entice the target creatures to become romantically interested in one another. Each creature saves and applies <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> separately. Both must be affected for the spell to have an effect. If either creatures has a prior unfriendly or hostile attitude toward the other, it receives a +4 bonus on its saving throw.</p><p>This spell doesn’t override the targets’ normal sexual preferences or other limitations. If romantic feelings are incompatible for this reason, the creature instead feels an intimate platonic bond with the other.</p>


name: Mathematical Curse
level: antipaladin 2, bard 2, cleric 3, sorcerer/wizard 2, witch 2
school: necromancy [curse]
casting_time: 1 standard action
components: V, S, M/DF (a full set of 10 fingernails)
range: touch
target: one living creature
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
<div>
<p> The Path of Numbers 
 </p></div><div style="padding:10px">
<p>The Path of Numbers is a system of numerology that describes eight basic energies. Any of these types of energy can interact at any time, producing 64 possible combinations. It is believed that those 64 combinations are sufficient to describe the basis of every interaction in the cosmos. No matter the plane, creature, or time in question, every event in the multiverse is based on one of those 64 templates. In short, the Path of Numbers is a periodic table of energetic elements.</p>
<table border="1" cellpadding="5">
<caption>
     Table: Eight Basic Energies 
   </caption>
<thead>
<tr>
<th class="number">d8</th>
<th class="text">Energy Type</th>
<th class="text">Magic School</th>
<th class="text">d20 Roll</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">1</td>
<td class="text">Air</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">Enchantment</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves</td>
</tr>
<tr>
<td class="number">2</td>
<td class="text">Electricity</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Illusion">Illusion</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves</td>
</tr>
<tr>
<td class="number">3</td>
<td class="text">Fire</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">Necromancy</a></td>
<td class="text">Attack rolls</td>
</tr>
<tr>
<td class="number">4</td>
<td class="text">Sonic</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Evocation">Evocation</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">Initiative</a> rolls</td>
</tr>
<tr>
<td class="number">5</td>
<td class="text">Acid</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">Abjuration</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves</td>
</tr>
<tr>
<td class="number">6</td>
<td class="text">Water</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">Transmutation</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">Caster level</a> checks</td>
</tr>
<tr>
<td class="number">7</td>
<td class="text">Cold</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Divination">Divination</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Concentration">Concentration</a> checks</td>
</tr>
<tr>
<td class="number">8</td>
<td class="text">Earth</td>
<td class="text"><a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">Conjuration</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">Combat Maneuver</a> Checks</td>
</tr>
</tbody>
</table>
</div>


name: Maze
level: sorcerer/wizard 8, summoner 6, witch 8
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: see text
saving_throw: none
spell_resistance: yes
description:
<p>You banish the subject into an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extra-dimensional</a> labyrinth. Each round on its turn, it may attempt a DC 20 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, freeing the subject.</p><p>On escaping or leaving the maze, the subject reappears where it had been when the <i>maze</i> spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport">teleport</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>, do not help a creature escape a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/maze">maze</a></i> spell, although a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plane-shift">plane shift</a> spell allows it to exit to whatever plane is designated in that spell. <a href="https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/minotaur">Minotaurs</a> are not affected by this spell.</p>


name: Maze of Madness and Suffering
level: psychic 9, sorcerer/wizard 9, witch 9
school: conjuration (teleportation) [evil, mind-affecting]
casting_time: 1 standard action
components: V, S, M (an ornate puzzle box worth 1,000 gp and soaked in fresh blood)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: see text
saving_throw: Will partial, see below
spell_resistance: yes
description:
<p>This spell works like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/maze">maze</a>, except the DC of the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> check to escape is 22 and each round a creature remains in the maze a different effect occurs depending on which section of the maze it is in. Roll on the following table each time the creature attempts an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> check to escape the maze to see which part of the maze it wanders through; if a creature doesn’t attempt an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> check, it stays in the same section and suffers that section’s effects. Any conditions or damage taken persist for the listed duration even if the creature exits the maze before then, but conditions don’t stack with themselves.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Maze Section</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">1–20</td>
<td class="text">Circus</td>
</tr>
<tr>
<td class="text">21–40</td>
<td class="text">Haunted forest</td>
</tr>
<tr>
<td class="text">41–60</td>
<td class="text">Hellscape</td>
</tr>
<tr>
<td class="text">61–80</td>
<td class="text">Oasis of respite</td>
</tr>
<tr>
<td class="text">81–100</td>
<td class="text">Strange city<br/> </td>
</tr>
</tbody>
</table><p><b>Circus</b>: The creature finds itself in a nightmarish circus of giant beasts, garishly painted faces, and hideous, mocking laughter. The creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or gain a lesser madness. The save uses the madness’s normal DC.</p><p><b>Haunted Forest</b>: The creature travels through a dark forest of grasping trees while shadowy beasts prowl at the edge of its vision. The creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> for 2d4 rounds. This is a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect. A <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> creature can still attempt <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> checks to escape the maze, but it takes 3d6 points of slashing and piercing damage from the trees’ branches.</p><p><b>Hellscape</b>: The creature navigates a landscape of fire and stone walls carved with diabolical faces while the cries of the damned echo in the air. The creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> by fear and potential torment for 1 round. This is a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect. The creature can’t attempt to escape the maze while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, and if it fails three consecutive saving throws against this <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Paralysis">paralysis</a>, the hellscape delivers a <a href="https://www.d20pfsrd.com/gamemastering/combat#coup-de-grace">coup de grace</a>, dealing the creature 4d6 points of fire damage. The creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (DC = 10 + the damage dealt) or die. A creature that survives the <a href="https://www.d20pfsrd.com/gamemastering/combat#coup-de-grace">coup de grace</a> escapes from the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Paralysis">paralysis</a> as well.</p><p><b>Oasis of Respite</b>: Whether it appears as a beautiful glade, a perfumed palace, or a literal desert oasis, this section of the maze is supernaturally peaceful, especially in comparison to the rest of the maze. The creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> for 1 round. The creature can’t attempt to escape the maze while <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a>. A creature that fails three consecutive saving throws to this fascination enters a state of lethargy and gives up ever escaping the maze, remaining in this area until the spell ends on its own in 10 minutes (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/maze">maze</a>).</p><p><b>Strange City</b>: The creature journeys through a city of cyclopean architecture under a sky of indescribable color and numerous stars. The creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or take 2d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>. If your campaign uses <a href="https://www.d20pfsrd.com/gamemastering/other-rules/sanity">the sanity rules</a>, the creature instead takes 2d10 points of sanity damage.</p>


name: Medusa’s Bane
level: sorcerer/wizard 4, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (tiny fragment of a mirror )
range: personal
target: you
duration: 1 round/level
description:
<p>This spell causes your eyes to take on a silvery mirror-like quality, transforming your eyes into metallic-looking orbs that reflect the world you see.</p><p>Your vision is in no way impaired while this spell is in effect, but you are granted <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-">gaze</a> attacks for the spell’s duration. As an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, you can reflect a creature’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-">gaze</a> back on itself, forcing the target of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-">gaze</a> attack to save against its own <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-">gaze</a> weapon or be affected by it. This reflection bypasses the typical <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> creatures with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-">gaze</a> attacks have to their own race’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-">gaze</a> attack, but does not bypass any other resistances or immunities the creature might have. Once you choose to reflect a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-">gaze</a> attack in this manner, the effect of <i>medusa’s bane</i> immediately ends.</p><div style="width:200px;margin:auto">
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<img alt="" border="0" height="1" src="http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/irthttpwwwd20pfs-20amplam2ampo-2ampa-260-225894-2-2" style="border:none!important;margin:0px!important" width="1"/>
</div>


name: Meld into Stone
level: cleric/oracle 3, druid 3, psychic 3
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 10 min./level
description:
<p><i>Meld into stone</i> enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of non-living gear merge with the stone. If either condition is violated, the spell fails and is wasted.</p><p>While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. Even if you make your save, you still take 5d6 points of damage.</p><p>Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/">dispelled</a> before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.</p><p>The following spells harm you if cast upon the stone that you are occupying.</p><ul>
<li><i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-to-flesh/">Stone to flesh</a></i> expels you and deals you 5d6 points of damage.</li>
<li><i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/stone-shape/">Stone shape</a></i> deals 3d6 points of damage but does not expel you.</li>
<li><i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/transmute-rock-to-mud/">Transmute rock to mud</a></i> expels you and then slays you instantly unless you make a DC 18 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, in which case you are merely expelled.</li>
<li>Finally, <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/passwall/">passwall</a></i> expels you without damage.</li>
</ul>


name: Memorize Page
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment [mind-affecting]
casting_time: 10 minutes
components: V, S, F (the page to be memorized)
range: touch
target: one living creature
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target gains a perfect memory of the page you used as a focus component. The target can visualize this page as easily as looking at it in person, including minute details visible to close scrutiny by the naked eye. The memory of the page includes text and images, such as a drawing or a map. Someone unfamiliar with the language on the page (or even an illiterate person) could relay what is written simply by copying the shapes of the letters so another person can read them.</p><p>The maximum number of pages that a particular target can memorize through repeated castings of this spell is equal to the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (minimum 1); any attempts beyond this limit have no effect, although the target’s memory of a page could be erased (using <a href="https://www.d20pfsrd.com/magic/all-spells/m/modify-memory/" style="font-style: italic">modify memory</a> or a similar effect) to effectively make room for a different one.</p><p>A creature that memorizes magical writing (such as a <a href="https://www.d20pfsrd.com/magic-items/scrolls" style="font-style: italic">scroll</a> or a page from a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Spellbook">spellbook</a>) cannot borrow, duplicate, or retain any of the magic in the writing. However, this would allow a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> to copy a spell into his <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Spellbook">spellbook</a> so he could prepare the spell from his <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Book">book</a> (assuming the spell takes up only one page in a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Spellbook">spellbook</a>).</p>


name: Memory Lapse
level: bard 1, sorcerer/wizard 1
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This may allow a retry on a <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a>, or opposed skill check, though only with respect to the target, not other creatures that may be present.</p>


name: Memory of Function
level: cleric 7, sorcerer/wizard 7
school: transmutation
casting_time: 1 standard action
components: V, S, powdered skymetal worth 10,000 gp
range: touch
target: object or construct touched
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p style="font-size:12px"><b>Note</b>: The text has been updated per official errata. [<a href="http://paizo.com/download/pathfinder/PZO9272-Errata.zip" target="_blank">Source</a>]</p><p>Even a broken object remembers what it means to be a functioning whole. You restore a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> object or damaged <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> to a functional state, as if it were new and intact. Any pieces missing from the object or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> remain missing. Significant missing pieces may prevent proper functioning. If the object uses charges, the object becomes fully charged. A timeworn object becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn object, that object does not suffer any chance of glitching. Other consumables such as ammunition are not restored.</p><p>When this spell is cast upon a damaged <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>, all hit point damage dealt to that construct is healed. When this spell is cast upon a destroyed <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.</p><p>If you attempt to cast this spell on an object or a construct that has been destroyed for more than 10 years per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you possess, the spell fails. </p>


name: Mending
school: transmutation
casting_time: 10 minutes
components: V, S
range: 10 ft.
target: one object of up to 1 lb./level
duration: instantaneous
saving_throw: : Will negates (harmless, object)
spell_resistance: : yes (harmless, object)
level:
bard 0, cleric/oracle 0, druid 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

description:
<p>This spell repairs <a href="https://www.d20pfsrd.com/equipment/damaging-objects">damaged</a> objects, restoring 1d4 hit points to the object. If the object has the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a>). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.</p>


name: Mental Barrier I
level: psychic 2
school: abjuration
casting_time: 1 immediate action
components: V
range: personal Target you
duration: 1 round
description:
<p>You put a barrier of mental energy that protects you from harm.</p><p>This barrier grants you a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> to AC. In addition, you take half damage from <i>mind thrust I and II</i> (reduced to onequarter on a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save).</p><div style="margin-left:20px">


name: Mental Block
level: bard 2, mesmerist 1, psychic 2
school: divination [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You lock access to the target’s procedural memories, preventing it from drawing upon its experience and expertise.</p><p>The target loses all skill ranks, spells known, spells prepared, and <span>activated</span> feats, as well as its extraordinary, <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a>, and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>. Each round at the end of the target’s turn, the target can attempt another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to end this effect.</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;">Does the word “activated” in the spell’s description scope only cover feats, or does it also apply to extraordinary, <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a>, and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> too?</p>
<p>It should apply to all of them. It only stops them from using active abilities, and it doesn’t stop passive abilities at all. This will be reflected in the next errata.</p>
<p style="font-size:12px">[<a href="http://paizo.com/paizo/faq/v5748nruor1h5#v5748eaic9tpp" rel="nofollow" target="_blank">Source</a>]</p>
</div>
</div>


name: Merge with Familiar
level: shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: your familiar or spirit animal ; see text
duration: 1 hour/level (D)
saving_throw: Fort negates (harmless)
spell_resistance: yes
description:
<p>As long as the target is at least one size category smaller than you are, it can merge harmlessly into your body while under the effect of this spell. For the duration of this spell, you and the target can separate or merge at will as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. While merged, your <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> or spirit <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> can’t be targeted or affected by most attacks and effects, though it still suffers from ongoing effects and their durations continue. It can be the recipient of effects that originate from you.</p>


name: Message
level: bard 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
school: transmutation [language-dependent]
casting_time: 1 standard action
components: V, S, F (a piece of copper wire)
range: medium (100 ft. + 10 ft./level)
duration: 10 min./level
saving_throw: none
spell_resistance: no
description:
<p>You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/silence/">silence</a>,</i> 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.</p>


name: Metabolic Molting
level: cleric 6, druid 6, shaman 6, witch 6
school: transmutation
casting_time: 10 minutes
components: V, S, M (a valuable gemstone worth at least 250 gp)
range: touch
target: willing creature or dead body touched
duration: see text
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>You encase the willing subject in a jeweled shell that has the same <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> as 5 inches of iron (<a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 10, hp 150). For 7 days, the subject enters a state of suspended animation (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/temporal-stasis">temporal stasis</a>), during which it heals from even the most grievous wounds. Each day, the subject regains 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Die</a> it has as well as recovering from 2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">ability drain</a> from any ability score of its choice. After 7 days, the shell crumbles away and the subject emerges, its body’s severed limbs, broken bones, and ruined organs regrown (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/regenerate">regenerate</a>).</p><p>If the gemstone you use for the component is worth at least 5,000 gp, metabolic molting can bring a target back to life, as long as it has been <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> for no more than 1 hour when the spell is cast. When the spell is used on such a creature, the creature comes back to life after 7 days and stabilizes at 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. A creature brought back to life through metabolic molting gains 1 permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative level</a>, or 2 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Constitution drain</a> if it is 1st level. Like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/raise-dead">raise dead</a>, this spell can’t save creatures slain by death effects.</p>


name: Meteor Swarm
level: sorcerer/wizard 9
school: evocation [fire]
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: four 40-ft.-radius spreads, see text
duration: instantaneous
saving_throw: none or Reflex half, see text
spell_resistance: yes
description:
<p><i>Meteor swarm</i> is a very powerful and spectacular spell that is similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fireball">fireball</a> in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.</p><p>If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by a sphere takes 2d6 points of bludgeoning damage (no save) and takes a -4 penalty on the saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one sphere at the same target.</p><p>Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. Despite stemming from separate spheres, all of the fire damage is added together after the saves have been made, and fire resistance is applied only once.</p><h3>By the way…</h3><p>This spell can start fires on a ship.</p>


name: Meticulous Match
level: bard 3, inquisitor 3, occultist 3, ranger 3, sorcerer/wizard 4, witch 4
school: divination
casting_time: 10 minutes
components: V, S
range: touch
target: two objects touched
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>You compare two similar items and know if they are identical to one another or not. The spell can indicate an identical match, a categorical match, or no match. For instance, blood samples are identical if they are from the same creature. They are categorical if they are from the same species. There is no match if they are from different species, or if one sample is merely stage blood.</p><p>Alternatively, you can compare dissimilar items and know if they have a potential relationship. For instance, you can compare a creature’s tooth against a bite mark and know if that creature could have caused the bite mark.</p><p>This spell is not infallible—an identical match can result from comparing items or creatures that are duplicates of one another.</p><p>For instance, a knife might have an identical match with a stab wound if an identical knife was used to inflict the wound, and twins might have identical blood or tissues.</p>


name: Miasmal Dread (Half-Orc)
level: antipaladin 2, bard 2, bloodrager 2, inquisitor 3, mesmerist 3
school: enchantment (compulsion) [fear, mind-affecting]
casting_time: 1 standard action
components: V, S
range: 30 feet
area: cone-shaped burst
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>A cloud of sickly green mist pours from your mouth and coalesces around creatures in the cone.</p><p>Attempt a single <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check to demoralize as part of casting the spell, comparing the result against the DC to <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> each foe within the area. You demoralize all foes whose DC you meet or exceed.</p>


name: Microcosm
level: psychic 9
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one or more creatures
duration: permanent
saving_throw: Will partial (see text)
spell_resistance: yes
description:
<p>You plunge the targets’ minds into a veiled immersive mindscape of your own design. You can affect any number of creatures whose combined total <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> do not exceed 30.</p><p>A creature of 10 HD or fewer gets no saving throw, one of 11–15 HD escapes after 10 minutes per level you possess on a successful save, and a creature of 16 HD or more negates the effect on a successful save. Given time, the bodies of creatures whose minds are trapped in a microcosm can die of starvation and thirst without care. Creatures can neither escape from nor enter a microcosm, even via a mindscape door. Microcosm can be ended only by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/w/wish">wish</a>.</p><p>Creatures inside a microcosm can be affected by mind-affecting effects targeted against their real bodies. However, they perceive them as natural events within their inner mindscape. Multiple creatures affected by the same microcosm can interact with one another within the mindscape.</p>


name: Mighty Strength
level: cleric/oracle 4, paladin 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level
description:
<p>As <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/b/bull-s-strength">bull’s strength</a>, except it grants a +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>.</p>


name: Mind Blank
level: sorcerer/wizard 8, witch 8
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject is protected from all devices and spells that gather information about the target through <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> magic (such as <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/m/l/locate-creature">locate creature</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/s/scrying">scry</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/s/see-invisibility">see invisible</a>). This spell also grants a +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saving throws against all mind-affecting spells and effects. Mind blank even foils <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/w/wish">wish</a> spells when they are used in such a way as to gain information about the target. In the case of scrying that scans an area the creature is in, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/a/arcane-eye">arcane eye</a>, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.</p>


name: Mind Maze
level: bard 3, cleric 3, shaman 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a chicken skull)
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell causes the target to act as though it’s wandering through a maze. While under the effects of the spell, the target can’t make attacks or cast spells and must take at least one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> each round to walk in a random direction determined using the guidelines for missed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Throw-Splash-Weapon">splash weapons</a>. The target must move at its maximum speed during this required movement, though additional move actions after the first can cover shorter distances. If this movement takes the target into a dangerous area, such as through a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Threatened-Squares">threatened</a> square or off a ledge, the target receives a second Saving Throw to end the effect before moving into peril. Walking into a harmless obstacle, such as a wall, ends the target’s movement.</p>


name: Mind Over Matter
level: mesmerist 2, psychic 2, spiritualist 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: one creature
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You blur the lines between mind and body, reassigning <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> or drain your target has taken to a corresponding ability score, as per the following table.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Physical Ability Score</th>
<th class="text">Mental Ability Score</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a></td>
</tr>
<tr>
<td class="text"><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a></td>
</tr>
</tbody>
</table><p>The transfer of damage can go either way—you can convert <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Intelligence damage</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Strength damage</a> and vice versa. You can transfer any number of points of damage or drain in a single casting, though only from one ability score to the corresponding ability score. You cannot transfer enough <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> or drain to reduce an ability score to 0.</p><div style="width:190px;height:250px;margin:5px auto">
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name: Mind Probe
level: medium 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 5
school: divination [mind-affecting]
casting_time: 1 minute
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You gain access to the subject’s memories and knowledge. You can attempt to learn the answer to one question per round.</p><p>A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save ends the spell. Otherwise, the creature can attempt a <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> check with a DC equal to 11 + your <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> modifier. If it fails its <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> check, you gain the answer you desire. If it succeeds at its check, you gain no information.</p><p>If it succeeds by 5 or more, it answers whatever it chooses, and you believe that wrong answer to be true. Your questions are purely telepathic inquiries, and the answers to those questions are imparted directly to your mind. You and the target don’t need to speak the same language, though less intelligent creatures may yield up only appropriate sensory images in answer to your questions.</p>


name: Mind Swap
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
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 6, spiritualist 4, summoner 5, witch 6

description:
<p>This spell is similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/possession/"><i>possession</i></a>, except you switch minds with the target, so instead of the target’s soul sharing its body with yours and being unable to act, the target’s mind moves to your body and can control it as if you each had cast possession on the other.</p><div style="margin-left: 20px">


name: Mind Thrust I
level: psychic 1
school: divination [mind-affecting]
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
<p>You divine the most vulnerable portions of your opponent’s mind and overload it with a glut of psychic information.</p><p>This attack deals 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 5d6). The target receives a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save for half damage. This attack has no effect on creatures without an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score.</p><div style="margin-left:20px">


name: Mindlink
level: medium 1, mesmerist 1, occultist 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1
school: divination [mind-affecting]
casting_time: 1 standard action
components: V
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>You link your mind to that of a touched creature to swiftly communicate a large amount of complex information in an instant. You decide what the target learns, limited to any amount of information that otherwise could be communicated in 10 minutes. This information comes in a series of visual images and emotional sensations, and isn’t <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Language-Dependent">language-dependent</a>.</p>


name: Mindlocked Messenger
level: bard 2, mesmerist 2, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one willing living creature
duration: permanent until discharged (see text)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You speak a short message (up to 10 words per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>), implanting both it and the identity of the message’s intended recipient in the mind of a willing creature. The creature is aware of the message and who the recipient is. Any attempt to speak, write, or otherwise communicate the message to anyone other than its intended recipient causes the target to forget the message for 1d6 minutes. Attempts to read the target’s mind (such as with <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts/" style="font-style: italic">detect thoughts</a>) or to force the target to reveal the message (such as with torture or magical <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a>) likewise cause temporary amnesia regarding the message.</p><p>The target can communicate the message only to someone it believes is the intended recipient, which means that disguises, illusions, and <a href="https://www.d20pfsrd.com/magic/all-spells/p/polymorph/" style="font-style: italic">polymorph</a> effects might fool the target into delivering the message. Once the target communicates the message, the message is permanently erased from the target’s memory.</p>


name: Mindscape Door
level: medium 3, mesmerist 3, psychic 3, sorcerer/wizard 4
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one illusory portal
duration: 10 minutes/level
saving_throw: Will negates (see text)
spell_resistance: no
description:
<p>You or other creatures enter into or escape from a mindscape through an imaginary doorway. This doorway takes on any form of your choosing, but can be no larger than a 5-foot cube. This spell has different effects depending on whether you are inside a mindscape when you cast it.</p><p>When you cast this spell outside a mindscape, the doorway connects to one mindscape inhabited by a creature of your choice within close range (25 feet + 5 feet per 2 levels) of the door. That creature becomes the door’s conduit, but can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to deny access to the mindscape. You must be aware of the mindscape to connect a mindscape door to it.</p><p>If you connect to the mindscape, you designate any number of creatures to be able to see and pass through the door as though it were a normal doorway. You can name specific creatures or categories of creatures, or allow all creatures access. Creatures other than those you designate can’t perceive or use the door, nor can mindless creatures or those immune to <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects. Once anyone enters the mindscape through the door, a duplicate of the door appears inside the mindscape next to the creature you used as a conduit. Anyone inside a mindscape is able to perceive and use a mindscape door within that mindscape. Anyone who enters is subject to all rules of the mindscape, but is aware she is in a mindscape if you informed her where the portal leads.</p><p>When you cast this spell inside a mindscape, a duplicate of the door appears next to your body in the real world. The creator of the mindscape can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw to prevent you from creating the door if she is within the mindscape. The two doors operate as if you’d cast the spell outside a mindscape.</p><p>You still designate who can use the door from the real world to get into the mindscape, but you can’t prevent creatures within the mindscape from exiting to the real world.</p><p>Typically, a mindscape door operates in both directions, but you can create it as a one-way door if you so choose. Unlike with other spells, you can cast this spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> while engaged in a psychic duel. This spell can be used to exit a binary mindscape, but not to enter one. If you successfully cast mindscape door within a veiled mindscape, you learn that you are in a mindscape, but other creatures observing the door don’t automatically realize they are.</p>


