# spell

name: Abeyance
level: cleric 2, inquisitor 2, paladin 2
school: abjuration
casting_time: 1 minute
components: V, S, M (a flask of holy water worth 25 gp), DF
range: touch
target: creature touched
duration: 24 hours
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Abeyance suppresses the effects of a single curse on a creature. It does not restore any damage or drain that might have been caused by the curse. Abeyance cannot suppress curses that cannot be removed by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/r/remove-curse">remove curse</a>, but it can suppress curses such as lycanthropy that require <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/r/remove-curse">remove curse</a> along with additional measures. An individual curse can be suppressed only once by abeyance, even if cast by a different caster.</p><p>Abeyance does not allow a creature to divest itself of cursed objects, though it can suppress a curse contracted from an object.</p>


name: Abjuring Step
level: alchemist 1, bard 1, magus 1, psychic 1, sorcerer/wizard 1
school: abjuration (force)
casting_time: 1 standard action
components: V, S, M (a rabbit’s foot)
range: personal
target: you
duration: 1 round/level or until discharged
description:
<p>This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> without provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>.</p><p>This spell automatically discharges as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. If the action that discharges the spell also provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, that action still provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> as normal.</p>


name: Ablative Barrier
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S, M (a piece of metal cut from a shield)
range: touch
target: creature touched
duration: 1 hour/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: no
level:
alchemist 2, bloodrager 2, magus 2, occultist 2, psychic 3, sorcerer/wizard 3, summoner 2, unchained summoner 3

description:
<p>Invisible layers of solid force surround and protect the target, granting that target a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Armor-Bonus">armor bonus</a> to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are converted into <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>. Against attacks that already deal <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>, the target gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">DR</a> 5/—. Once this spell has converted 5 points of damage to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 50 points), the spell is discharged.</p>


name: Ablative Sphere
level: sorcerer/wizard 3
school: abjuration
casting_time: 1 standard action
components: V, S, M (a crystalline sphere worth 10 gp)
range: personal
target: you
duration: 1 minute per level (D)
description:
<p>An immobile, crystalline, web-like globe surrounds you. When the ablative sphere winks into existence, it provides you with <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">improved cover</a> (see below). The barrier does not impede a spell’s line of sight or effect.</p><p>The sphere is 1 inch thick per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, has <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 5, and 3 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per inch of thickness. When an ablative sphere loses <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, the level of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> it provides is reduced. When the ablative sphere has lost one-third of its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, it provides <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> instead of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">improved cover</a>. Once it has lost two-thirds of its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, it provides only <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">partial cover</a>. Finally, when the ablative sphere’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> reach 0, the globe is destroyed. When an attack reduces an ablative sphere’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> to 0, you take any remaining damage.</p><p><b>Improved Cover</b></p><p>In some cases, such as attacking a target hiding behind an arrowslit, cover may provide a greater bonus to AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves. In such situations, the normal cover bonuses to AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Improved-Evasion-Ex-">improved evasion</a> against any attack to which the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save bonus applies. Furthermore, improved cover provides a +10 bonus on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks.</p>


name: Aboleth’s Lung
level: cleric 2, druid 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (piece of seaweed)
range: touch
target: living creatures touched
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The targets are able to breathe water, freely. However, they can no longer breathe air.</p><p>Divide the duration evenly among all the creatures you touch. This spell has no effect on creatures that can already breathe water.</p>


name: Absolution
level: cleric 4, paladin 4
school: abjuration
casting_time: 1 round
components: V, S, M (a vial of holy water ), DF
range: touch
target: living creature touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You purge impure thoughts from the target’s mind and fill him with exultant relief at the forgiveness of his sins.</p><p><i>Absolution</i> ends all <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> effects affecting the target (including harmless compulsions, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/h/heroism">heroism</a>) as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/b/break-enchantment">break enchantment</a>. If the target was forced to perform any actions contrary to his <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/monk">monk</a> vows, <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a> oath, or similar code of conduct by that <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> effect, that action doesn’t cause him to lose access to class abilities, including divine spellcasting.</p><p>Unlike an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/atonement">atonement</a> spell, <i>absolution</i> can’t reverse <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> change or the effects of willing transgressions, induce a creature to change its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, or restore class abilities lost because of misdeeds performed in the past. <i>Absolution</i> automatically works if the caster and the target share the same <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> or the same patron deity. If they don’t, but their alignments are within one step of each other, <i>absolution</i> has a 5% chance of success per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If neither of these is true, the spell automatically fails.</p><p>If using <a href="https://www.d20pfsrd.com/gamemastering/other-rules/honor">the honor subsystem</a>, casting <i>absolution</i> also eliminates the honor loss for events and actions committed by the target while he was affected by a <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> effect that the spell ended.</p>


name: Absorb Rune I
level: bard 4, cleric 4, magus 4, occultist 4, sorcerer/wizard 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (a white silk glove worth 25 gp)
range: touch
target: one spell effect
duration: instantaneous plus 1 minute/level (see text)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell allows you to lay your hand upon a magical glyph, symbol, or other magical spell effect (referred to in this spell description as a rune) and attempt to absorb the essence of its effect. To absorb a rune, you must be aware of the rune’s existence (but need not know the details of what it actually does) and then succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC = 10 + the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the spell affect being absorbed) as you touch the rune in question. If you fail this <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check, the magical rune is not triggered unless you fail the roll by 5 or more.</p><p>If you succeed at the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check, the rune is removed from the surface it was originally placed upon and duplicated on the cloth of a silk glove worn on your hand. The rune remains located on the glove’s palm in an inert state for up to 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> taken at any time during that duration, you can transfer the rune to another surface similar to the one it was originally placed upon, at which point the rune’s function either returns to normal or dissipates harmlessly as if successfully dispelled (your choice). If the spell’s duration expires before you place the rune on a new surface, the absorbed rune dissipates harmlessly.</p><p><em>Absorb rune I</em> affects only runes whose effects are equivalent to a spell of 3rd level or lower. An attempt to use absorb rune I on a more powerful effect automatically triggers the rune when you touch it.</p><p class="title">Absorb Rune II</p><p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a>; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-bard/">bard</a> 6, <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> 6, <a href="https://www.d20pfsrd.com/classes/base-classes/magus">magus</a> 6, <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist">occultist</a> 6, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 6</p><p class="divider">DESCRIPTION</p><p>This spell functions like <em>absorb rune I</em>, but it can affect runes equivalent to a spell of 5th level or lower.</p><p class="title">Absorb Rune III</p><p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a>; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric</a> 9, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 9</p><p class="divider">DESCRIPTION</p><p>This spell functions like <em>absorb rune I</em>, but it can affect runes equivalent to a spell of 8th level or lower.</p>


name: Absorb Toxicity
level: alchemist 3, druid 4, sorcerer/wizard 5, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (a thorn from a poisonous plant )
range: personal
target: you
duration: 10 minutes/level or until discharged
saving_throw: see text
spell_resistance: no
description:
<p>You absorb the toxicity of your surroundings, becoming toxic as a result.</p><p>While under the effect of this spell, you are immune to diseases and poisons with which you come into contact. When you are exposed to a <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a>, you can choose to absorb it. Doing so ends the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> due to this spell to any <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> and <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> other than the one you absorbed. You remain immune to the new affliction until this spell ends. Casting <i>absorb toxicity</i> on yourself a second time does not allow you to absorb a second toxin, but instead resets the duration of the effect to its full 10 minutes/level.</p><p>While you have a <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> absorbed, you can use a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to transfer that affliction to another creature. A missed attack does not discharge the spell, and you can try to transfer the affliction again in subsequent rounds. If you hit, this spell is discharged, and your target must make a saving throw against the transferred affliction (DC equal to this spell’s save DC or the affliction’s save DC, whichever is higher) or suffer its effect or initial effect immediately. The target then continues to suffer from the affliction’s normal effects.</p><p>If the spell’s duration expires before you have transferred the affliction, you are exposed to any absorbed <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> as if you had transferred it to yourself, but you gain a +2 bonus on saves against that particular instance of the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Poison">poison</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>.</p>


name: Absorbing Barrier
level: alchemist 4, sorcerer/wizard 4, summoner 4
school: abjuration
casting_time: 1 standard action
components: V, S, F (a jagged scrap of metal)
range: medium (100 ft. + 10 ft./level)
area: 40-ft.-radius sphere; see text (S)
duration: 1 hour/level or until discharged
saving_throw: none (harmless)
spell_resistance: no (harmless)
description:
<p>You ward all creatures and objects in the area from ranged weapons. The spell’s area of effect is often a sphere, although you can shape it to be smaller than the maximum area or to exclude certain adjacent areas or objects (for example, if you are warding a specific structure, or if you are roughly warding the front lines of a battlefield). This spell’s area is also up to 40 feet in height, so flying creatures benefit as long as they are in this area of effect.</p><p>Creatures and objects in the warded area gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 20/magic against ranged weapons. Once the spell has prevented a total of 20 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 200 points) to creatures and objects in the area, it is discharged.</p>


name: Absorbing Inhalation
level: alchemist 4, bloodrager 4, druid 4, sorcerer/wizard 4
school: transmutation [air]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one cloud-like effect, up to one 10-ft. cube/level
duration: 1 round/level; see text
saving_throw: see text
spell_resistance: no
description:
<p>You grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. If the targeted cloud is a magical effect, you must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC 11 + the effect’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) to inhale it. Inhaling the cloud removes it from the area, leaving normal air in its place. If the cloud is too large for you to affect with a single casting of this spell, you may instead inhale a portion of the cloud, but you must inhale the portion of the cloud closest to you. This spell has no effect on gaseous creatures. It can only affect an instantaneous-duration cloud (such as a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a>) if you ready an action to cast the spell in response.</p><p>While inhaled, the cloud does not harm you. You may keep the cloud harmlessly contained within you for up to 1 round per level, but you must hold your breath to do so (even if you do not normally have to breathe). If the cloud has a duration, the time the cloud is contained within you counts toward that duration. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you may release the stored cloud as a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a>, filling a 60-foot cone (or the cloud’s original area, if smaller than a 60-foot cone). Any creature in the breath’s area is subject to its normal effects, making saving throws and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> checks as appropriate against the cloud’s original DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud ends this spell. If you do not exhale the cloud before this spell’s duration expires, you suffer the cloud’s effects and automatically fail any saving throw to resist it.</p>


name: Absorbing Touch
level: alchemist 3
school: transmutation
casting_time: 1 standard action
components: S
range: touch
duration: 1 day/level (D)
saving_throw: Fortitude negates (object)
spell_resistance: no
description:
<p>You absorb the next object your hand touches into your body. If you are already holding an object, you can attempt to absorb it; otherwise, you may touch an object as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> separate from casting the spell. You can absorb any nonmagical, nonliving object weighing no more than 1 pound per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. A container and its contents count as a single object. Objects in the possession of another creature receive a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> Saving Throw to prevent absorption. You may continue to attempt to absorb objects until one is absorbed.</p><p>An absorbed object melds with your hand and cannot be targeted, but the object’s weight still counts against your carrying capacity. If you dismiss the spell, the item appears in the hand that absorbed it, or falls to the ground if that hand is full. Multiple castings let you absorb additional items, but you can only store a single item per hand.</p>


name: Abstemiousness
level: bard 1, cleric/oracle 1, druid 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V
range: touch
target: a handful of berries, grains, nuts, or rice
duration: 1 hour
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell magically enhances a handful of simple food, imbuing it with enough nutrition to satisfy a Medium or smaller creature for a full day. The spell does not create food, and thus will not alone prevent someone from starving, but it can extend even limited reserves for lengthy periods.</p>


name: Absurdity
level: bard 2, medium 2, mesmerist 2, psychic 2, spiritualist 2
school: illusion (phantasm) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: up to one creature/level, no two of which can be more than 30 ft. apart
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: no
description:
<p>Your targets perceive intimidation and threats as laughably absurd.</p><p>A character attempting to intimidate your targets is instead perceived as having exaggerated facial features or babbling and awkward speech. Effects that impose <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> conditions become objects of ridicule, with the targets making fun of the source of the object as it attempts to scare them.</p><p>Absurdity protects your targets from gaining lesser <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> conditions (spooked, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, and scared), granting them <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to spooked and a 50% chance to negate <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> or scared conditions instead of gaining them from any effect, including uses of the <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> skill to demoralize. Any other effect related to a spell or ability that generates <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> (such as <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a> from a <a href="https://www.d20pfsrd.com/magic/all-spells/a/p/phantasmal-killer" style="font-style: italic">phantasmal killer</a>) affects them normally, and effects that ignore <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> also ignore absurdity.</p><p>However, target creatures also have serious difficulty noticing potential threats; they take a –10 penalty on <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks to avoid <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Surprise">surprise</a> or to notice that a creature is actively threatening or malicious and a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> checks. The spell doesn’t prevent spells or effects that provide early warning or a form of danger sense (like <a href="https://www.d20pfsrd.com/magic/all-spells/a/anticipate-peril/" style="font-style: italic">anticipate peril</a> or <a href="https://www.d20pfsrd.com/magic/all-spells/f/find-traps/" style="font-style: italic">find traps</a>) from alerting the affected character to danger.</p>


name: Abundant Ammunition
level: bard 1, cleric 1, psychic 1, ranger 1, sorcerer/wizard 1
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, M/DF (a single piece of ammunition)
target: one container touched
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>When cast on a container such as a quiver or a pouch that contains nonmagical ammunition or shuriken (including masterwork ammunition or shuriken, but not special materials, alchemical attributes, or nonmagical treatments on the ammunition) at the start of each round this spell replaces any ammunition taken from the container the round before. The ammunition taken from the container the round before vanishes. If, after casting this spell, you cast a spell that enhances projectiles, such as <a href="https://www.d20pfsrd.com/magic/all-spells/a/align-weapon/" style="font-style: italic">align weapon</a> or greater <a href="https://www.d20pfsrd.com/magic/all-spells/m/magic-weapon/" style="font-style: italic">magic weapon</a>, on the same container, all projectiles this spell conjures are affected by that spell.</p>


name: Abyssal Vermin
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one vermin or vermin swarm
duration: 1 minute/level
saving_throw: Fort negates (see text)
spell_resistance: yes
level:
antipaladin 2, arcanist 4, cleric/oracle 4, crimson assassin 4, sorcerer/wizard 4, warpriest 4, witch 4

description:
<p>You infuse the target with power from the Abyss, granting it the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish creature simple template</a>. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm">swarm</a> gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/good if it has at least 5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 10/good it if has at least 11 HD. It gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">cold resistance</a> 5 and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">fire resistance</a> 5 if it has at least 5 HD, or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">cold resistance</a> 10 and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">fire resistance</a> 10 if it has at least 11 HD. It gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> equal to its CR + 6.</p><p>Once per day, it can <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite</a> good (as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> against a good opponent, the vermin adds its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and its HD to its damage rolls until the opponent is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>). If the targeted <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a> is under your command, it automatically fails its saving throw against this spell. This spell has no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a> that already have the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish creature simple template</a>.</p>


name: Accelerate Poison
level: druid 2, ranger 2, sorcerer/wizard 2
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M (a thorn)
range: touch
duration: instantaneous
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You hasten the onset of poison in the target. If the poison normally has an onset time, its effects begin immediately. If the poison has no onset time, its frequency is doubled, requiring two <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> and inflicting damage twice per round or minute, though its duration is halved. Accelerate poison does not change the cure condition for the poison. If the target is affected by more than one poison, you may choose which is affected if you administered the poison; otherwise, randomly determine which poison is affected.</p>


name: Accept Affliction
level: bard 3, cleric 3, druid 3, paladin 3, witch 3
school: conjuration (healing) [good]
casting_time: 1 standard action
components: V, S, M/DF (a dove’s heart)
range: touch
target: creature touched
duration: instantaneous
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself. This spell can also transfer the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> conditions. All aspects of the transferred afflictions (save DCs, remaining duration, removal conditions, and so on) remain the same, but affect the caster instead of the original target. After transferring the affliction or condition, the caster is free to cure it in any way he can.</p>


name: Accursed Glare
level: antipaladin 3, sorcerer/wizard 3, witch 3
school: necromancy [curse]
casting_time: 1 round
components: V, S
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 channel a fell curse through your glare. If the target fails its saving throw, it begins to obsessively second guess its actions and attract bad luck. Whenever the target attempts an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> or saving throw while the curse lasts, it must roll twice and take the lower result. While you cast this spell, an ally within range of the subject can attempt an <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> (DC = save DC of this spell); on a success, the ally adds its own glare to yours, granting you a +2 bonus on your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check to overcome <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> (if any). Multiple allies can attempt <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks; this bonus stacks.</p>


name: Acid Arrow
level: bloodrager 2, magus 2, sorcerer/wizard 2
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S, M (rhubarb leaf and an adder’s stomach), F (a dart)
range: long (400 ft. + 40 ft./level)
effect: one arrow of acid
duration: 1 round + 1 round per three levels
saving_throw: none
spell_resistance: no
description:
<p>An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.</p>


name: Acid Fog
level: magus 6, sorcerer/wizard 6, unchained summoner 6
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S, M (powdered peas and an animal hoof)
range: medium (100 ft. + 10 ft./level)
effect: fog spreads in 20-ft. radius, 20 ft. high
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p><i>Acid fog</i> creates a billowing mass of misty vapors like the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/solid-fog">solid fog</a></i> spell. In addition to slowing down creatures and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.</p>


name: Acid Maw
level: druid 1, ranger 1
school: transmutation [acid]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 2 ft./level)
target: your animal companion
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>Your <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion’s</a> bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. The acid continues to deal damage for 1 additional round per 4 caster levels (to a maximum of 6 total rounds at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 20th). This ongoing acid damage doesn’t stack from multiple attacks, but the duration resets if a newer bite would cause the ongoing damage to last longer than the duration remaining from a previous one.</p><p>The acid does not harm the <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>.</p>


name: Acid Pit
level: sorcerer/wizard 4, summoner/unchained summoner 4
school: conjuration [creation] acid
casting_time: 1 standard action
components: V, S, M (drop of acid), F (Fine shovel worth 10 gp)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
duration: 1 round + 1 round/level
saving_throw: Reflex negates; see text
spell_resistance: no
description:
<table border="1" cellpadding="5">
<caption>
   Table: Items Affected by Magical Attacks 
 </caption>
<thead>
<tr>
<th class="text">Order*</th>
<th class="text">Item</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">1st</td>
<td class="text">Shield</td>
</tr>
<tr>
<td class="number">2nd</td>
<td class="text">Armor</td>
</tr>
<tr>
<td class="number">3rd</td>
<td class="text">Magic helmet, hat, or headband</td>
</tr>
<tr>
<td class="number">4th</td>
<td class="text">Item in hand (including weapon, wand, or the like)</td>
</tr>
<tr>
<td class="number">5th</td>
<td class="text">Magic cloak</td>
</tr>
<tr>
<td class="number">6th</td>
<td class="text">Stowed or sheathed weapon</td>
</tr>
<tr>
<td class="number">7th</td>
<td class="text">Magic bracers</td>
</tr>
<tr>
<td class="number">8th</td>
<td class="text">Magic clothing</td>
</tr>
<tr>
<td class="number">9th</td>
<td class="text">Magic jewelry (including rings)</td>
</tr>
<tr>
<td class="number">10th</td>
<td class="text">Anything else</td>
</tr>
<tr>
<td class="text" colspan="2">* In order of most likely to least likely to be affected.</td>
</tr>
</tbody>
</table><p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/c/create-pit/" style="font-style: italic">create pit</a>, except that it places a 5-foot deep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to <b><a href="https://www.d20pfsrd.com/magic#Table-Items-Affected-by-Magical-Attacks">Table: Items Affected by Magical Attacks</a></b> (also copied here for convenience).</p><p>Items are affected one at a time in the order listed on the table, and must make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves after 3 consecutive rounds in the acid or gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition. Objects with the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition (regardless of how they became <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a>) must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> Saving Throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> DC of 30.</p>


name: Acid Splash
level: inquisitor 0, magus 0, sorcerer/wizard 0, summoner/unchained summoner 0
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one missile of acid
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.</p>


name: Acidic Spray
level: magus 5, sorcerer/wizard 5
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S, M (a vial of acid worth 10 gp)
range: 60 ft.
effect: 60-ft. line
duration: instantaneous
saving_throw: Reflex partial (see text)
spell_resistance: yes
description:
<p>A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6) to each creature within its area (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> against the spell (a second Reflex save on the creature’s turn negates this additional damage).</p>


name: Acute Senses
level: alchemist 2, bard 2, inquisitor 2, psychic 2, ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a glass lens)
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>The target gains a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks. The bonus increases to +20 at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 8th, and +30 (the maximum) at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 16th.</p>


name: Adhesive Blood
level: alchemist 2, bloodrager 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
saving_throw: Reflex negates (see text)
spell_resistance: no
description:
<p>Your blood thickens to becomes a glue-like substance upon contact with air. A piercing or slashing weapon that deals hit point damage to you is stuck fast unless the wielder succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. A creature can pry off a stuck weapon on its turn as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> with a successful <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check against the spell’s DC. Strong alcohol or <a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/universal-solvent" style="font-style: italic">universal solvent</a> dissolves the adhesive. The glue breaks down 5 rounds after you die, or when the duration ends. This glue has no effect while underwater or in environments that lack air.</p>


name: Adhesive Spittle
level: alchemist 1, psychic 1, sorcerer/wizard 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: 15 ft.
target: one creature
duration: 1 round/level or until discharged (see text)
saving_throw: Reflex partial
spell_resistance: no
description:
<p>Once during this spell’s duration, you can spit a viscous liquid as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>. This liquid functions as a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Tanglefoot-Bag">tanglefoot bag</a>, except you do not have to make a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances#TOC-Tanglefoot-Bag">tanglefoot bag’s</a> normal DCs. The adhesive persists for 2d4 rounds after you spit it.</p>


name: Adjustable Disguise
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level (D)
level:
alchemist 3, antipaladin 3, bard 3, inquisitor 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, witch 3

description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/d/disguise-self/" style="font-style: italic">disguise self</a>, except as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> you can alter the disguise (within the limitations of <a href="https://www.d20pfsrd.com/magic/all-spells/d/disguise-self/" style="font-style: italic">disguise self</a>). For example, you could make yourself look like a young <a href="https://www.d20pfsrd.com/races/core-races/human">human</a> city guard, then an old elven <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> of the opposite gender, then a <a href="https://www.d20pfsrd.com/races/core-races/halfling">halfling</a> thief, and so on. You can change the disguise a number of times equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Adjustable Polymorph
level: alchemist 4, bard 4, magus 4, shaman 4, sorcerer/wizard 4, summoner/unchained summoner 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a small piece of doppelganger flesh)
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alter-self">alter self</a>, except you can as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> alter the disguise (within the limitations of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/alter-self">alter self</a>). For example, you could transform yourself into a <a href="https://www.d20pfsrd.com/races/core-races/halfling">halfling</a>, then a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/lizardfolk">lizardfolk</a>, then an <a href="https://www.d20pfsrd.com/races/core-races/elf">elf</a>, and so on. You can change your form a number of times equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Admonishing Ray (3.5E)
level: cleric/oracle 2, sorcerer/wizard 2
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 f. + 5 f./2 levels)
effect: one or more rays
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You blast your enemies with rays of nonlethal force. You may fire one ray, plus one additional ray for every four levels you possess beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of nonlethal damage. This is a force effect. The rays may be fired at the same or different targets, but all rays must be fired simultaneously and aimed at targets within 30 feet of each other.</p><p>The rays hit about as hard as a punch from a strong adult human, and can knock away unattended objects weighing up to 10 pounds if that amount of force could normally do so.</p>


name: Adoration
level: bard 1, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>The target of this spell is the subject of adoration by those whom it tries to affect with <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> or during performance combat. If the target is out of combat, it receives a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on all <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks it makes to influence creatures. If the creature is engaged in performance combat the target gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on all performance combat checks.</p>


name: Adroit Retrieval
level: occultist 3, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You instill the target with the ability to withdraw small items from her pockets or packs with <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> swiftness. When the target retrieves an item stored on itself, it can retrieve the item either as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> without provoking <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>, or as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> that provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. This effect functions only when the target attempts to retrieve a stored item that weighs less than 1 pound per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15 pounds).</p>


name: Advanced Scurvy
level: cleric 1, druid 1
school: necromancy [disease, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>The subject contracts an advanced form of scurvy. He becomes constantly <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>, suffers from bone pain (–1 penalty on Strength- and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>-based checks), wounds easily (add +1 point of damage to any <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> effects affecting the target), experiences loose teeth, and is slow to heal (<a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural</a> <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> occurs at half the normal rate). Scurvy can be treated magically or can be overcome with proper nutrition; eating the right foods ends the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a> and bone pain within 1–2 days and provides a full cure 2d6 days after that.</p>


name: Aerial Tracks
level: druid 4, inquisitor 4, ranger 3, shaman 4
school: divination [air]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: circle centered on you, with a radius of 100 feet + 10 feet per level
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>You cause the air in the area to ripple where creatures have flown through it up to 1 day ago per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. These aerial ripples are tinged by glowing wisps, providing enough illumination to follow the tracks without penalties due to poor lighting. The area moves with you, allowing you to follow the tracks through the air over long distances provided you can fly or follow the route along the ground within range to read the aerial tracks. Other creatures can also follow the trail as long as they move with you. The base DC of <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks to track creatures through the air with this spell is the same as tracking creatures across soft ground.</p>


name: Age Resistance
level: alchemist 4, druid 6, sorcerer/wizard 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 24 hours
description:
<p>You ignore the physical detriments of being middle-aged. This spell does not cause you to look younger, nor does it prevent you from <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a> of old age, but as long as the spell is in effect, you ignore the –1 penalties to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> that accrue once you become middle-aged. You retain the age-related bonuses to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> while under the effects of this spell. Additional penalties that you accrue upon becoming old or venerable apply in full.</p>


name: Aggravate Affliction
level: cleric 3, druid 3, sorcerer/wizard 4, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: see text
spell_resistance: yes
description:
<p>All recurring <a href="https://www.d20pfsrd.com/gamemastering/afflictions">afflictions</a> (those with a frequency, including <a href="https://www.d20pfsrd.com/gamemastering/afflictions/curses">curses</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">diseases</a>, and <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>) possessed by the targeted creature immediately trigger, requiring an immediate saving throw (as described in the <a href="https://www.d20pfsrd.com/gamemastering/afflictions">affliction</a>) to avoid suffering their effects. A successful saving throw does not count toward ending the <a href="https://www.d20pfsrd.com/gamemastering/afflictions">affliction</a>, and this extra save does not change the timing of the next save against the <a href="https://www.d20pfsrd.com/gamemastering/afflictions">affliction</a>. Afflictions without a frequency are unaffected by this spell.</p>


name: Aggressive Thundercloud
level: druid 2, magus 2, sorcerer/wizard 2, witch 2
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, M/DF (a piece of a tree struck by lightning)
range: medium (100 ft. + 10 ft./level)
effect: 5-ft.-diameter sphere
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
<p>A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. It has a fly speed of 20 feet with perfect maneuverability. If it enters a space that contains a creature, the storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save negates that damage. It provides <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> (20% miss chance) to anything within it, and its flickering light illuminates the same area a <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Candle">candle</a> would.</p><p>The sphere moves as long as you actively direct it (as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> for you); otherwise, it stays at rest and crackles with lightning. It can be moved by wind effects and counts as a Small creature for the purpose of determining how winds affect it. The sphere has no physical substance and cannot exert any force on corporeal creatures or objects. It disperses if it exceeds the spell’s range.</p><div style="margin-left:20px">


name: Agonize
level: cleric/oracle 3, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [evil, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one conjured outsider or elemental (see text)
duration: 1 round
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You afflict a creature you have conjured via <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/p/planar-ally"><i>planar ally</i></a> (or a similar spell) with bolts of vicious energy. These foul energies inflict terrible pain upon the conjured creature, torturing it to make it more pliant to your will. The targeted creature must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or take a -1 penalty for every 2 levels you possess (maximum -10) on all saves and checks made against you for the next hour. In addition, creatures that demand payment for their services reduce the payment by 20% for every 4 levels you possess (maximum 60% reduction). However, beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release. This spell has no effect on creatures that are immune to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>.</p>


name: Agonizing Rebuke
level: antipaladin 2, cleric 3, inquisitor 3, mesmerist 3, psychic 3, witch 3
school: illusion (phantasm)) [emotion, mind-affecting, pain]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 level)
target: one living creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>With a word and a gesture, you instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. Each time the target makes an attack against you, targets you with a harmful spell, or otherwise takes an action that would harm you, it takes 2d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>.</p>


name: Aid
level: alchemist 2, cleric/oracle 2, inquisitor 2, shaman 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: living creature touched
duration: 1 min./level
saving_throw: none
spell_resistance: yes (harmless)
description:
<p><i>Aid</i> grants the target a +1 morale bonus on <a href="//gamemastering-final/combat-final#TOC-Attack-Roll" rel="nofollow">attack rolls</a> and saves against fear effects, plus <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to 1d8 + caster level (to a maximum of 1d8+10 <a href="//gamemastering-final/combat-final#TOC-Temporary-Hit-Points" rel="nofollow">temporary hit points</a> at caster level 10th).</p>


name: Air Breathing
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (flower or piece of grass)
range: touch
target: living aquatic creatures touched
duration: 2 hours/level; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bloodrager 3, cleric 3, druid 3, magus 3, psychic 3, shaman 3, sorcerer/wizard 3, summoner 3

description:
<p style="font-style: italic">The transmuted creatures can breathe air freely.</p><p>Divide the duration evenly among all the creatures you touch. The spell doesn’t make creatures unable to breathe water.</p>


name: Air Bubble
level: cleric 1, druid 1, psychic 1, ranger 1, sorcerer/wizard 1, witch 1
school: conjuration (creation)
casting_time: 1 standard action
components: S, M/DF (a small bladder filled with air)
range: touch
target: one creature or one object no larger than a Large two-handed weapon
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>Air bubble creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage. A firearm within an air bubble can be loaded—assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device—and fired. When shooting such a firearm underwater, the shot still takes the standard –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.</p>


name: Air Geyser
level: bloodrager 3, druid 3, magus 3, shaman 4, sorcerer/wizard 3, witch 3
school: evocation [air]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object up to Large size
duration: instantaneous
saving_throw: Reflex partial (see text)
spell_resistance: yes
description:
<p>You create a powerful blast of air capable of flinging an opponent upward. If the target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save, the force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 × your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it.</p>


name: Air Step
level: alchemist 2, bard 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, witch 2
school: transmutation [air]
casting_time: 1 standard action
components: V, S, M (a goose feather)
range: personal
target: you
duration: 1 minute/level
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/air-walk">air walk</a>, except you can rise no higher than 1 foot off the ground, you cannot pass over liquid, and the air you walk on is less <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stable">stable</a> than solid ground. When walking on air, you ignore difficult terrain that is less than 1 foot high, you do not trigger effects based on weight (such as a pressure plate), and any creature trying to track you through areas you crossed with this spell takes a –10 penalty on its <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> or <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> check to do so. However, because of the instability of the air you walk on, your speed is reduced by 10 feet (to a minimum of 5 feet) and you take a –4 penalty on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a>, <a href="https://www.d20pfsrd.com/skills/climb">Climb</a>, and <a href="https://www.d20pfsrd.com/skills/ride">Ride</a> checks.</p><p>If you have 1 rank in <a href="https://www.d20pfsrd.com/skills/fly">Fly</a>, your speed is not reduced when using this spell, and you can cross over liquid at half speed. If you have 5 ranks in <a href="https://www.d20pfsrd.com/skills/fly">Fly</a>, you can cross liquid at full speed and do not take the penalties to your skill checks.</p>


name: Air Walk
level: alchemist 4, cleric/oracle 4, druid 4
school: transmutation [air]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature (Gargantuan or smaller) touched
duration: 10 min./level
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker’s normal speed.</p><p>A strong wind (21+ miles per hour) can push the subject along or hold it back. At the end of a creature’s turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.</p><p>Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a>.</p><p>You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a> skill) with 1 week of work and a DC 25 <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a> check.</p>


name: Air of Authority
level: bard 3, medium 3, mesmerist 3, psychic 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
description:
<p>You gain an unmistakable air of authority, which clouds creatures’ minds and causes them to believe that you are their direct superior. Each creature with whom you attempt to leverage your newfound authority receives a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>. Otherwise, it treats you as it would its direct superior. Creatures with different direct superiors see you in different ways, which can potentially lead to conflicts that allow additional saving throws (for instance, if a cook sees you as the head chef, he might be quite perplexed to see the vizier treating you as if you were the king).</p>


name: Akashic Communion
school: divination
casting_time: 10 minutes
components: V, S, M/DF (a square of reflective silver worth 100 gp)
range: personal
duration: 1 minute/level
level:
bard 3, medium 3, mesmerist 4, occultist 3, psychic 3, shaman 3, sorcerer/wizard 4, spiritualist 4, witch 3

description:
<p>You attempt to obtain a glimpse of some specific event from the Akashic Record, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Extraplanar">extraplanar</a> repository of all experiences that have ever occurred. This allows you to attempt one <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill check of your choice per 3 caster levels you have, each with a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a>. You are treated as trained in any <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skills used for these checks, and can use this spell to reroll a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skill check you have already failed. The GM rolls these <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks in secret, as the Akashic Record is incredibly remote, and impressions gleaned from the distant repository are sometimes skewed when received. On a natural 1, the resulting answer is wildly inaccurate.</p><p>This spell provides experiential guidance based on your ability to understand the flashes of insight gleaned from the Akashic Record, rather than the perfect knowledge available to those who travel to the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Extraplanar">extraplanar</a> repository of knowledge. If you lag, discuss the answers, or go off to do anything else, the spell ends. Once you have used this spell to gain information on a specific topic or event, you cannot use it for <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks regarding that topic or event again until you have gained a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Akashic Form
level: psychic 9
school: necromancy
casting_time: 1 hour
components: V, S
range: personal
target: you
duration: 24 hours
saving_throw: no
spell_resistance: no
description:
<p>You create a perfect record of your physical body in the Akashic Record at the time the spell is cast. This record includes your current hit point total, physical ability scores (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>), and any conditional modifiers or conditions such as <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">ability damage</a> to physical ability scores, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a>, and <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>. If at any point within the duration of the spell you are reduced to fewer than 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or are slain by a death effect that is not <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a>, you can immediately let your current physical body die and assume the record of your physical body on your next turn.</p><p>When this happens, your corpse disappears, and you can either resume the place of your <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> body (already wearing any clothing still attached to the corpse) or appear in any place you’ve been within 500 feet of where your corpse lies (but without any of your gear).</p><p>You still retain your original mind, and therefore don’t regain any spells. You are still under any mental influences and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/e/energy-drain">energy drain</a> effects you were under when you recalled the record of your physical body, but don’t retain any physical effects such as <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> (unless you suffered from these conditions at the time the spell was cast). Spells affecting you when you store a record of yourself abide by their normal durations. For example, if you were affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/c/cat-s-grace">cat’s grace</a> when you created the record and you restore your body 1 hour later, you won’t be under that effect anymore since its duration has already expired. This spell doesn’t allow you to avoid dying of old age. Casting this spell again replaces any previous version you cast; you can’t store more than one copy of yourself in the Akashic Record.</p>


name: Alacrity
level: alchemist 2, bard 2, magus 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (ginger root shavings)
range: personal
target: you
duration: 1 minute/level
description:
<p class="desciption">This spell’s energy quickens your steps, allowing fancy footwork.</p><p>You gain a +10-foot <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to your speed and a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Dodge-Bonus">dodge bonus</a> to your AC. These bonuses do not stack with those granted by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/haste">haste</a> or similar effects. While under the effects of alacrity, you can take 5-foot steps in difficult terrain.</p>


name: Alarm
level: bard 1, inquisitor 1, ranger 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1
school: abjuration
casting_time: 1 standard action
components: V, S, F/DF (a tiny bell and a piece of very fine silver wire)
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation centered on a point in space
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p><i>Alarm</i> creates a subtle ward on an area you select. Once the spell effect is in place, it thereafter sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the <i>alarm</i>. You decide at the time of casting whether the <i>alarm</i> will be mental or audible in nature.</p><div style="margin-left: 40px">
<p><i>Mental Alarm</i>: A mental <i>alarm</i> alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A <a href="https://www.d20pfsrd.com/magic/all-spells/s/silence/" style="font-style: italic">silence</a> spell has no effect on a mental <i>alarm</i>.</p>
<p><i>Audible Alarm</i>: An audible <i>alarm</i> produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.</p>
<p>In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a <a href="https://www.d20pfsrd.com/magic/all-spells/a/s/silence" style="font-style: italic">silence</a> spell cannot hear the ringing.</p>
</div><p>Ethereal or astral creatures do not trigger the <i>alarm</i>.</p><p><i>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.</p>


name: Alchemical Allocation
level: alchemist 2
school: transmutation
casting_time: 1 standard action
components: S
range: personal
duration: 1 round
description:
<p>This extract causes a pale aura to emanate from your mouth.</p><p>If you consume a <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> or elixir on the round following the consumption of this extract, you can spit it back into its container as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. You gain all the benefits of the <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> or elixir, but it is not consumed. You can only gain the benefits of one <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> or elixir in this way per use of this extract.</p>


name: Alchemical Tinkering
level: cleric 2, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: firearm or alchemical item touched
duration: 1 minute/level
saving_throw: Fort negates (object)
spell_resistance: yes
description:
<p>You transform one alchemical item or <a href="https://www.d20pfsrd.com/equipment/weapons/firearms">firearm</a> into another alchemical item or <a href="https://www.d20pfsrd.com/equipment/weapons/firearms">firearm</a> of the same or lesser cost. Magic Items are unaffected by this spell. At the end of the spell’s duration, alchemical items used while transformed are destroyed and do not return to a usable state and firearms transformed revert back to their original type.</p>


name: Align Weapon
level: cleric/oracle 2, inquisitor 2
school: transmutation [see text]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: weapon touched or 50 projectiles (all of which must be together at the time of casting)
duration: 1 min./level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p><i>Align weapon</i> makes a weapon chaotic, evil, good, or lawful, as you choose. A weapon that is aligned can bypass the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> of certain creatures. This spell has no effect on a weapon that already has an alignment. </p><p>You can’t cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, <i>align weapon</i> is a chaotic, evil, good, or lawful spell, respectively.</p><div style="margin-left:20px">


name: Allegro
level: bard 2
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level (D) or until discharged
description:
<p>This spell allows you to act more swiftly while maintaining a bardic performance. You must already be maintaining a bardic performance before you can cast <i>allegro</i>. You gain the benefits of the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/h/haste"><i>haste</i></a> for as long as you maintain that bardic performance. If you cease maintaining the bardic performance or it is interrupted, this spell’s duration ends. As an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> while you are maintaining a bardic performance, you can dismiss <i>allegro</i> to reroll a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>-based skill check. You must choose to reroll before the result of the original roll is known. You must take the result of the reroll, even if it’s worse than the original roll. Allegro dispels and is dispelled by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/s/slow"><i>slow</i></a>.</p>


name: Alleviate Addiction
level: alchemist 1, cleric 1, druid 1, paladin 1, ranger 1, shaman 1, witch 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Fort negates; (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject ignores the effects of addictions. The subject can naturally recover from damage dealt by the drug if she is under the effects of this spell for the entire duration of her rest.</p>


name: Alleviate Corruption
level: cleric 6, psychic 6, shaman 6, spiritualist 6, witch 6
school: abjuration
casting_time: 1 minute
components: V, S, M (rare herbs, incense, and jewels worth 500 gp/the target’s character level or HD)
range: touch
target: one creature other than yourself
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You combat the rising corruption in another creature or advance the long-term process of exorcising it entirely. This spell has two purposes, and you choose which application to use at the time of casting.</p><p style="margin-left:40px"><b>Combat Corruption</b>: Each time a creature fails a saving throw to prevent its corruption from progressing (as described in that corruption’s Progression section), it advances to the next corruption stage—at stage 3, it loses the battle against its corruption. Using this spell can lower the target’s corruption stage by 1. This has no effect if the target isn’t at progression stage of 1 or higher.</p><p style="margin-left:40px"><b>Remove Corruption</b>: You can remove 1 manifestation level from the target creature, as well as the most recently acquired manifestation and its corresponding gift and stain. Doing this also reduces the power of gifts and stains that vary based upon manifestation level. This application of alleviate corruption doesn’t reduce the target’s corruption stage. If the target creature loses all manifestation levels, it is cured of the corruption.</p><p>Either application of the spell requires a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check. The DC is equal to 10 + double the target’s manifestation level + 3 times the target’s corruption stage (effectively 0, 3, or 6, since stage 3 removes the character from player control).</p><p>Tampering with corruptions is dangerous, as their nature is contagious. If you fail this <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check by 5 or more, you contract the corruption and gain a manifestation (the rules for the useful and vile corruption variants still apply). A roll of natural 1 on the <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check is an automatic failure. If you already have the same corruption, you must instead attempt an immediate saving throw against it. Casting alleviate corruption on yourself automatically fails, as does casting it on a target who has fully succumbed to a corruption (failed three saving throws against it).</p><p>A creature can be the beneficiary of this spell only once per week, whether it succeeds or not.</p>


name: Allfood
level: ranger 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of salt and pepper)
range: touch
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>You can transform one object, weighing up to 5 lbs. per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, into an edible substance that any living creature can chew, swallow, and safely digest. This allfood always has a bland taste and slightly gooey consistency when chewed regardless of its original nature.</p><p>One pound of allfood provides enough sustenance to support a Medium creature for an entire day.</p><p>Objects of similar nature in close proximity, such as a pile of rocks, count as a single object for the purpose of this spell. You cannot use this spell to transform objects with magical or other exceptional qualities. An object’s hardness is considered to be 0 for the purposes of eating it, but it retains its normal hardness for all other situations, and becomes no more vulnerable to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sunder</a> attacks, break attempts, or any other action typically directed against objects. Objects such as hot coals or a burning torch continue to produce energy even after you transform them into allfood and if a creature attempts to eat such an object, it takes damage accordingly.</p>


name: Allied Cloak
level: bard 3, bloodrager 3, magus 3, occultist 2, sorcerer/wizard 3, summoner 3
school: abjuration
casting_time: 1 standard action
components: V, S, F (cloak or outer garment)
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You cause a cloak, shawl, poncho, or other outer garment you are wearing to animate to aid and defend you. The cloak provides a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> to your AC. In addition, once each round during your turn, you can take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> to direct your cloak to use the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action to assist your skill check, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a>, or AC. The cloak has an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> or a total skill bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> plus your key spellcasting ability score modifier (<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/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> for <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>, and so on). If another creature dons the cloak during the duration, the cloak provides its protection and aid to the wearer, but it still uses the same bonus on the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> actions as if you were the wearer. The cloak cannot take any other type of action.</p>


name: Alluring Spores
level: druid 2, hunter 2, shaman 2, witch 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M/DF (a clump of pollen)
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius spread
duration: 1 minute/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>This spell creates a burst of spores that weaken the mind.</p><p>Creatures within the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or take a –1 penalty on saving throws against your <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> spells or effects for the duration of this spell. This penalty increases to –2 for any creature that is (or could be) sexually attracted to you.</p>


name: Ally Across Time
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one 5-ft. cube of temporal possibility/2 levels
duration: 1 round/level
saving_throw: none
spell_resistance: no
level:
arcanist 2, bard 2, cleric/oracle 2, hunter 1, inquisitor 2, medium 1, psychic 2, ranger 1, skald 2, sorcerer/wizard 2, warpriest 2

description:
<p>You create one or more 5-foot cubes of temporal possibility where your timeline overlaps with those of your parallel existences. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>, you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a duplicate of yourself (not including any <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companions</a>, familiars, intelligent items, or other creatures) from an alternate timeline in one of the cubes you can see, which lasts until the end of your turn. This duplicate has your statistics (though its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>), threatens all squares adjacent to it, and has any teamwork feats you have. Although the duplicate appears with all of the equipment you currently carry, it cannot use any of its equipment and all its equipment disappears when the duplicate does. This duplicate cannot voluntarily move from the space in which it’s summoned. During its brief existence, a duplicate can use the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action once to assist you, but it cannot take any other type of action. Once a duplicate disappears, the cube of temporal possibility it occupied dissipates.</p><p>You can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> only one duplicate before the spell ends. For every 4 caster levels you have beyond 3rd, you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> an additional duplicate before the spell ends, though you cannot have more than one duplicate in existence at once.</p>


name: Alpha Instinct
level: bard 3, druid 2, medium 2, mesmerist 3, ranger 2, shaman 2
school: enchantment (charm) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (a bit of musk from an alpha wolf or another socially dominant animal )
range: personal
target: you
duration: 1 hour/level (D)
description:
<p>Animals perceive you as a social superior. the starting attitude of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> you interact with improves by one step, and you gain 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/handle-animal">Handle Animal</a> checks. Helpful animals provide simple assistance (such as using the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action on skill checks they understand) as long as the spell lasts, but they flee from attacks and do not support you in combat. At one point during the spell’s duration, you can issue a nonverbal command to helpful animals within 60 feet to forage for you; the animal or animals immediately head out into the wilderness to do just that. After 1 hour, the animals return to the location where you issued the command to make you an offering of edible food sufficient for one meal for you and a number of others equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Alter Musical Instrument
level: bard 1, sorcerer/wizard 1, witch 1
school: illusion (figment)
casting_time: 1 standard action
components: V, S, F (an instrument)
range: close (25 ft. + 5 ft./2 levels)
target: one musical instrument
duration: 1 hour/level (D)
saving_throw: Fort negates (object)
spell_resistance: yes (object)
description:
<p>You alter an instrument so it sounds like a different kind of instrument you are familiar with. The change could be minor (such as making a lute sound like a guitar) or major (making a keyboard sound like drums). All other aspects of the instrument—such as volume, pitch, and how it is played—are unchanged. For example, a piccolo made to sound like an organ is no louder than a normal piccolo, can produce only high notes in the piccolo range, and is a wind instrument. </p>


name: Alter River
level: cleric 4, druid 4, sorcerer/ wizard 5
school: transmutation [water]
casting_time: 1 standard action
components: S, V, M (silt from a dry riverbed)
range: medium (100 ft. + 10 ft./level)
target: area of river up to 5 ft. wide/2 levels and 10 ft. long/level
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You alter the flow of water in a natural freshwater channel such as a river, stream, or waterfall. The first version of this spell alters the speed of a river’s flow. The second diverts the course of the targeted river.</p><ul>
<li><b>Alter Current</b>: The river’s current increases or decreases in speed by up to 1 mile per hour per 2 caster levels you possess. A typical placid river travels at a rate of up to 2 mph (no effect on local movement); a swift river travels 2–4 mph, moving creatures and objects 10 to 40 feet downstream per round; and an area of river rapids travels 7–10 mph, moving creatures and objects 60 to 90 feet downstream per round. Altering the speed of the current alters the difficulty of swimming in the water accordingly.</li>
<li><b>Divert River</b>: The river diverts its course in a direction of your choosing. The river flows in the general direction indicated, but otherwise conforms to the shape of the local terrain. This spell cannot cause a river to flow uphill, though the river surges over its natural banks and inundates terrain lower than its average depth. Creatures in the path of the redirected river are in danger of being swept away; if directed properly, this spell causes a flood. See Aquatic Terrain for more details.</li>
</ul><p>Alter river can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a> spell.</p><p>Clever application of spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/move-earth">move earth</a> can be combined with this spell to likewise make the river’s new course permanent.</p>


name: Alter Self
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a piece of the creature whose form you plan to assume)
range: personal
target: you
duration: 1 min./level (D)
level:
alchemist 2, bard 2, magus 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2

description:
<p>When you cast this spell, you can assume the form of any Small or Medium creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> type. If the form you assume has any of the following abilities, you gain the listed ability: <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 feet, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a>, and swim 30 feet.</p><p style="margin-left: 40px"><i>Small creature</i>: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>.</p><p style="margin-left: 40px"><i>Medium creature</i>: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>.</p>


name: Alter Summoned Monster
level: antipaladin 2, bard 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, summoner 2, witch 2
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./ 2 levels)
target: one summoned creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You swap a creature summoned by a <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (<a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Summoning">summoning</a>) spell for a creature you could <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/s/summon-monster">summon monster</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/s/summon-natures-ally">summon nature’s ally</a> spell. The new creature must be an option from a spell of the same level or lower as the spell that summoned the target. The new creature cannot be summoned into an environment that cannot support it. The target can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw to negate this effect, but if the target is under your control, it receives no saving throw. Alter summoned monster does not alter the duration of the spell that summoned the target, nor does it affect any additional creatures summoned by the same spell as the target. The new creature has the same conditions and amount of damage as the target creature, and remains affected by all curses, diseases, poisons, and penalties that affected the target, but no other spells or effects carry over. Alter summoned monster is a spell of the same <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> type or types as the creature for which you exchange the target. An <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a> can’t be targeted by this spell.</p>


name: Alter Winds
level: druid 1, sorcerer/wizard 1
school: transmutation [air]
casting_time: 1 minute
components: V, S
range: touch
area: immobile 10-ft.-radius emanation
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You subtly enhance or diminish the effects of natural winds within the spell’s area, which is an immobile emanation around a point touched by you as the spell is cast. Within the area, natural (but not magical) <a href="https://www.d20pfsrd.com/gamemastering/environment/weather#TOC-Winds">wind effects</a> are either increased or decreased by one step in intensity. The maximum wind force you can affect with this spell is based on your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, as shown on the table below. Alter winds has no effect on magical wind effects.</p><table border="1" cellspacing="0">
<thead>
<tr>
<th class="text">Caster Level</th>
<th class="text">Wind Force</th>
</tr>
</thead>
<tbody>
<tr>
<td class="number">1st-3rd</td>
<td class="text">Light</td>
</tr>
<tr>
<td class="number">4th-9th</td>
<td class="text">Moderate</td>
</tr>
<tr>
<td class="number">10th-15th</td>
<td class="text">Strong</td>
</tr>
<tr>
<td class="text">16th or higher</td>
<td class="text">Severe</td>
</tr>
</tbody>
</table>


name: Amnesia
level: arcanist 4, bard 4, medium 3, mesmerist 4, psychic 4, skald 4, sorcerer/wizard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause the target to lose most of its memories; its skills, its past, and even its name become mysteries to it. While the target can build new memories, it has trouble accessing those gained before falling victim to the spell. The target can still speak and read any languages it knows and perform basic tasks, but it loses all class abilities, feats, and skill ranks gained before being affected by amnesia. It retains its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, saving throws bonuses, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">Combat Maneuver Bonus</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">Combat Maneuver Defense</a>, total <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Experience-Points-XP-">experience points</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. If the target gains a character level while suffering from amnesia, it can use any abilities gained by that class level normally. If the class level it gained was from a class in which it already has levels, it gains the abilities of a 1st-level character of that class, even though it is technically of a higher level in that class.</p><p>If the amnesia is cured, the target regains the full abilities of the class, including those gained from any levels taken while suffering from this condition. <a href="https://www.d20pfsrd.com/gamemastering/afflictions/madness/amnesia">Amnesia</a> can be removed only by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/heal">heal</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a>, <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/psychic">psychic</a> surgery, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a>.</p>


name: Amplify Elixir
level: alchemist 3
school: transmutation
casting_time: 1 standard action
components: S
range: personal
duration: 1 round/level
description:
<p>This extract greatly enhances the effects of any <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> or elixir you consume. For the duration of this extract, any <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> or elixir you consume is treated as if it were empowered. Increase all variable numeric effects of the <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> or elixir by half. If the <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> or elixir does not have any variable numeric effects, it is instead treated as if it were extended (double the duration of the <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> or elixir). If the <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> or elixir does not have any variable numeric effects, or has an instantaneous duration, amplify elixir has no effect. Amplify elixir affects oils that target you, but it has no effect on oils that target your equipment.</p>


name: Amplify Stench
level: cleric 2, druid 2, oracle 2, psychic 2, shaman 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 minutes/level
description:
<p>You amplify your natural <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Stench-Ex-">stench</a> special ability—its save DC increases by 2, and creatures that fail their saving throws against your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Stench-Ex-">stench</a> become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> rather than <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. If your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Stench-Ex-">stench</a> ability normally causes a creature to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> (such as with the foul <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Stench-Ex-">stench</a> ability), the radius of your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Stench-Ex-">stench</a> doubles instead. This spell has no effect if you don’t possess the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Stench-Ex-">stench</a> special ability.</p>


name: Analyze Aura
level: medium 2, mesmerist 3, occultist 2, psychic 3, spiritualist 3
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or object
duration: concentration , up to 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You peer into the aura of one target creature or object, gaining valuable information about its condition and nature. Each round, choose one of the target’s four auras. This spell functions similarly to the read aura occult skill unlock, but doesn’t require checks and returns results on all the target’s auras in an instant.</p><ul>
<li><b>Alignment Aura</b>: You study the target’s spiritual nature to determine its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. You also learn the type and power of its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> aura, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a>.</li>
<li><b>Emotion Aura</b>: The colors playing within the target’s aura reveal its emotional state, granting valuable insight into its psyche. You learn a general summary of the target’s current disposition, as well as its attitude toward any other creatures within 30 feet of it. For the duration of the spell and for 1 hour afterward, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a>, and <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks you attempt against the target. Objects do not have emotion auras, except intelligent weapons and similar sentient oddities.</li>
<li><b>Health Aura</b>: The flow of vital force animating the target becomes plainly visible, giving you insight into its physical condition. You know whether the target is unharmed or wounded, Whether it is poisoned or diseased, and whether it is under any of the following conditions: <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Disabled">disabled</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>. Further, your insight into the overall strength of the target’s vital force reveals the total number of points available in its <a href="https://www.d20pfsrd.com/classes/core-classes/monk#TOC-Ki-Pool-Su-"><i>ki</i> pool</a>, grit pool, or similar resource. Objects and most <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures don’t have health auras.</li>
<li><b>Magic Aura</b>: You determine the number and power of all magical auras on the target (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> to determine a <a class="spell" href="https://www.d20pfsrd.com/magic-aura">magic aura’s</a> power), as well as the school of each aura. You can attempt <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (arcana) or <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> skill checks to determine the school or identify properties of a magic item, as normal. If cast on an item, analyze aura cuts through the obfuscation of the <a class="spell" href="https://www.d20pfsrd.com/magic-aura">magic aura</a> spell.</li>
</ul>


name: Analyze Dweomer
level: alchemist 6, bard 6, sorcerer/wizard 6, witch 6
school: divination
casting_time: 1 standard action
components: V, S, F (a ruby and gold lens worth 1,500 gp)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: none or Will negates, see text
spell_resistance: no
description:
<p>You can observe magical auras. Each round, you may examine a single creature or object that you can see as a <a href="//gamemastering-final/combat-final#TOC-Free-Actions" rel="nofollow">free action</a>. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.</p><p>An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other <i>analyze dweomer</i> spells for 24 hours.</p><p><i>Analyze dweomer</i> does not function when used on an artifact.</p>


name: Ancestral Communion
level: bard 2, cleric/oracle 2
school: divination
casting_time: 1 minute
components: V, S, F/DF (stone or metal image of your ancestor)
range: personal
target: you
duration: 1 minute/level
description:
<p>You contact the spirits of your ancestors and use their great wisdom to bolster your own knowledge. Consulting with the spirits is a full-round action. If you consult with the spirits before making a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check, you gain a +4 insight bonus on the check. If you have already failed at a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check, you may consult with your ancestors and make another attempt. The insight bonus on these checks increases to +6 at caster level 7th and +8 at caster level 11th. You may consult with the spirits for this purpose as often as you like while the spell remains in effect. Only you can hear the spirits speak to you.</p>


name: Ancestral Gift
level: bard 4, cleric/oracle 4
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S, F/DF (stone or metal image of your ancestor)
range: personal
effect: magical weapon
duration: 10 minutes/level
description:
<p>A ghostly manifestation of one of your ancestors appears before you bearing a weapon of your choice in its hands. The weapon may be any simple, martial, or dwarven weapon. It has a +1 enhancement bonus and one weapon special ability (your choice) from <a href="https://www.d20pfsrd.com/magic-items/magic-weapons">Magic Weapons</a> with a price equivalent to a +1 bonus (if the weapon is a double weapon, the ability and the enhancement bonus only apply to one end, or the weapon can have a +1 enhancement bonus on both ends but no other magical abilities).</p><p>You may use the weapon as if you were proficient in it. The weapon may not be wielded by anyone else, and if removed from your grasp, it vanishes and the spell ends immediately.</p><p>If you conjure a weapon with the <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Flaming">flaming</a></i>, <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Frost">frost</a></i>, <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Shock">shock</a></i>, or <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Thundering">thundering</a></i> property, this spell has the fire, cold, electricity, or sonic descriptor (respectively).</p>


name: Ancestral Memory
level: alchemist 5, cleric/oracle 5, druid 4, shaman 5
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
description:
<p>When you cast this spell, you open your mind to the vast experiences of your ancestors in the hope of learning something pertinent about your current situation. The chance of successfully finding an ancestral memory that is pertinent is equal to 70% + your caster level. Failure indicates you merely gain a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on all <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>-based skill checks for the duration of the spell.</p><p>Success indicates that you not only gain the +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on all <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>-based skill checks, but that one of your ancestors came across a situation or problem similar to one you are currently facing. In this case, the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Game-Master-GM-">GM</a> provides you with some specific information to assist you in overcoming your problem.</p><p>For example, a character might encounter a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-clay">clay golem</a> deep underground, and finds that her magic weapon and spells seem to be useless against the creature. She successfully casts <i>ancestral memory</i>, and “remembers” the proper type of weapons and spells that work against such creatures.</p>


name: Ancestral Regression
level: alchemist 2, antipaladin 3, cleric 2, psychic 2, sorcerer/wizard 3, witch 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: touch
target: willing drow touched
duration: 24 hours (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/drow-common">drow</a> transforms into a surface <a href="https://www.d20pfsrd.com/races/core-races/elf">elf</a>. The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/drow-common">drow</a> loses her <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> and light-blindness racial traits and gains the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a> racial trait in their place. The <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> and personality of the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/drow-common">drow</a> are not affected by the transformation, but the spell conceals her <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> as an <a href="https://www.d20pfsrd.com/magic/all-spells/u/undetectable-alignment/" style="font-style: italic">undetectable alignment</a> spell. The spell grants the target a +10 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks to pass as an <a href="https://www.d20pfsrd.com/races/core-races/elf">elf</a>, though she appears to be an <a href="https://www.d20pfsrd.com/races/core-races/elf">elven</a> analog of herself and can be recognized as such by other <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/drow-common">drow</a> who know her.</p>


name: Anchored Step
level: alchemist 3, druid 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a bit of oak root)
range: personal
target: you
duration: 10 minutes/level (D)
description:
<p>Powerful tendrils grow out of the bottom of your feet or footwear, partially anchoring you to the ground and making it more difficult for others to move you against your will. These tendrils dig into any surface, but leave no trace of your passing. You gain a +10 bonus to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Overrun">overrun</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-Push-Ex-">push</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reposition">reposition</a>, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a>, as well as any other effect that would move you from your current position (such as being swallowed whole) or knock you <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>. The tendrils slow your movement, however; your speed is reduced by 10 feet (to a minimum of 5 feet). This spell has no effect if you are moving without touching the ground (climbing, flying, swimming, and so on).</p>


name: Angelic Aspect
level: cleric 2, paladin 2, sorcerer/wizard 2
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You take on an aspect of an angelic being, including some of its physical characteristics.</p><p>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-Energy-Resistance">resistance</a> to acid 5, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> to cold 5, and the benefits of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a>.</p><div style="margin-left:20px">


name: Animal Ambassador
level: bard 4, druid 4, ranger 3, shaman 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 minutes
components: V, S, M (a morsel of food the animal likes)
range: close (25 ft. + 5 ft./2 levels)
target: one Medium or smaller animal
duration: 1 day/level or until message is delivered
saving_throw: none (see text)
spell_resistance: no
description:
<p>You compel a single <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> to travel to a spot you designate and deliver a message to a creature you identify. This spell is similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/animal-messenger">animal messenger</a>, but can affect larger <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>. In addition, the target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> is temporarily awakened to sentience (as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/awaken">awaken</a> spell) for the duration of this spell, and it can use its increased mental acuity to come up with creative solutions to overcome obstacles to delivering its message. The awakened target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> speaks any one language you know. In addition, you can imbue the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> with up to 5 ranks in any of the following skills: <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (local), <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (nobility), <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a>, or <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a>. It treats any of these skills that are class skills for you as class skills. The number of ranks you imbue in any of these skills can’t exceed the target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal’s</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> nor the number of ranks you possess in that skill.</p><p>The message you send with your animal ambassador can be a verbal message, which the awakened target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> can speak using its own voice or deliver using your voice. It can engage in conversation using its own intellect, knowledge, and linguistic abilities. The animal ambassador is loyal to you, but it is otherwise susceptible to <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects like any other creature. You can also send your animal ambassador with an object or container that is within its physical ability to carry, making it deliver the contents to the target of your intended message. If the object it is given to carry is poisonous, trapped, or otherwise inherently dangerous (even if it would normally be dangerous only to the creature receiving it rather than the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>), or if you or your allies attack the target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>, the animal ambassador spell fails and the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> becomes hostile toward you. The animal ambassador intelligently but singlemindedly attempts to deliver the message to its intended target, and you can’t task it with other tasks like fighting, scouting, searching for traps, and so on. It leaves on its delivery once it receives its message.</p><p>Once the animal ambassador has located its target and delivered its message (and object, if desired), its enhanced mental abilities fade within 2d6 minutes. The spell then ends, even if its duration hasn’t elapsed.</p>


name: Animal Aspect
level: alchemist 2, bloodrager 2, druid 2, magus 2, psychic 2, ranger 2, sorcerer/wizard 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M/DF (a part of the animal)
range: personal
target: you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>You gain some of the beneficial qualities of an animal. Your base form is largely unchanged and your size is unaltered, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the associated benefits. You can only have one animal aspect or greater animal aspect spell active on you at a time.</p><ul>
<li><b>Frog</b>: Your legs become elongated and muscular. You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks, and you always jump as if you had a running start.</li>
<li><b>Gorilla</b>: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage die type increases by one step, and you gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> checks when making the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reposition">reposition</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>.</li>
<li><b>Monkey</b>: Your hands and arms become dexterous like those of a simian. You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> checks, and you can throw objects as if you had the <a href="https://www.d20pfsrd.com/feats/combat-feats/throw-anything-combat">Throw Anything</a> feat.</li>
<li><b>Otter</b>: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water with ease. You gain a <a href="https://www.d20pfsrd.com/skills/swim">Swim</a> speed equal to half your speed, and all the benefits of having a swim speed. Additionally, you can hold your breath for 4 rounds per point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> before being forced to make <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> checks to keep holding your breath.</li>
<li><b>Raccoon</b>: Your hands become extremely dexterous, and your feet become padded. You gain 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/disable-device">Disable Device</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>Raptor</b>: Your legs become built for running speed, like those of a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/deinonychus">deinonychus</a>. You gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> of +20 feet to your base speed.</li>
<li><b>Tree Lizard</b>: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.</li>
</ul>


name: Animal Growth
level: druid 5, ranger 4, shaman 5, sorcerer/wizard 5
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one animal (Gargantuan or smaller)
duration: 1 min./level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>The target animal grows to twice its normal size and eight times its normal weight. This alteration changes the animal’s size category to the next largest, grants it a +8 size bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and a +4 size bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> (and thus an extra 2 hit points per HD), and imposes a -2 size penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC, attack rolls, and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make 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>) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.</p><p>All equipment worn or carried by the animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.</p><p>Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size.</p><p>The spell gives no means of command over an enlarged animal.</p><p>Multiple magical effects that increase size do not stack.</p>


name: Animal Messenger
level: bard 2, druid 2, psychic 2, ranger 1, shaman 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 minute
components: V, S, M (a morsel of food the animal likes)
range: close (25 ft. + 5 ft./2 levels)
target: one tiny animal
duration: 1 day/level
saving_throw: none; see text
spell_resistance: yes
description:
<p>You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.</p><p>Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.</p><p>During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he doesn’t know, for example).</p>


name: Animal Purpose Training
level: antipaladin 1, bard 2, druid 2, inquisitor 1, paladin 1, psychic 1, ranger 1, shaman 2, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 minute
components: V, S, M (a swatch of black cloth)
range: close (25 ft. + 5 ft./2 levels)
target: one indifferent or friendly animal
duration: 1 hour/level
saving_throw: none
spell_resistance: yes
description:
<p>You instill the target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> with a general purpose (see the <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a> skill), which can be any purpose except combat training—fighting, guarding, heavy labor, hunting, performance, or riding. This purpose supersedes the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal’s</a> previous trained purpose and any tricks it knows. When the spell ends, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> reverts to its previous trained purpose and known tricks.</p>


name: Animal Shapes
level: druid 8, shaman 8
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 hour/level (D)
saving_throw: none, see text
spell_resistance: yes (harmless)
description:
<p>As <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/beast-shape">beast shape III</a>, except you change the form of up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone.</p>


name: Animal Trance
level: bard 2, druid 2, psychic 2
school: enchantment (compulsion) [mind-affecting, sonic]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: concentration
saving_throw: Will negates
spell_resistance: yes
description:
<p>Your swaying motions and music (or singing, or chanting) compel <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beasts</a> to do nothing but watch you. Only a creature with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 1 or 2 can be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> by this spell. Roll 2d6 to determine the total number of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> worth of creatures that you <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinate</a>. The closest targets are selected first until no more targets within range can be affected.</p>


name: Animate Dead
level: antipaladin 3, cleric/oracle 3, shaman 3, sorcerer/wizard 4
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the undead)
range: touch
target: one corpse
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell turns corpses into undead <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeletons</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombies</a> that obey your spoken commands.</p><p>The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton">skeleton</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombie</a> can’t be animated again.</p><p>Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of <i>animate dead</i>. The <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/desecrate">desecrate</a></i> spell doubles this limit.</p><p>The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the <a href="https://www.d20pfsrd.com/feats/general-feats/command-undead">Command Undead</a> feat do not count toward this limit.</p><div style="margin-left: 20px">
<p><a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeleton"><i>Skeletons</i></a>: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.</p>
<p><a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie"><i>Zombies</i></a>: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy. <b>Editor’s Note</b>: The rule regarding costing double HD for creating variant <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium/skeleton-bloody">bloody skeleton</a> and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium/skeleton-burning">burning skeleton</a> variants was not included in the fast zombie and plague zombie variant zombie template details. It is left to the GMs discretion if that rule would apply to creating variant zombies.</p>
</div><div class="ed-note-outer">
<p class="ed-note-header">Editor’s Note</p>
<div class="ed-note-txt">
<p>The <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium/skeleton-bloody">bloody skeleton</a> and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium/skeleton-burning">burning skeleton</a> variants are created by use of the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/animate-dead">animate dead</a></i> spell but count as double their normal HD when doing so.</p>
</div>
</div><p><b>Note</b>: This spell can be used on any mostly intact dead <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Vermin">vermin</a> that has an exoskeleton. When this is done the creature gains the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/exoskeleton-cr-varies">exoskeleton template</a>. The template does not indicate any additional costs or requirements (see <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/exoskeleton-cr-varies">Exoskeleton template</a>.) <span style="font-size: 12px"><b>Source</b>: <a href="http://www.amazon.com/gp/product/1601257252/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;amp;camp=1789&amp;amp;creative=9325&amp;amp;creativeASIN=1601257252&amp;amp;linkCode=as2&amp;amp;tag=httpwwwd20pfs-20&amp;amp;linkId=KQLONM2S3X3G3MVE" rel="noopener" target="_blank">AP91</a></span></p><div style="margin-left: 20px">


name: Animate Objects
level: bard 6, cleric/oracle 6, witch 6
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.</p><p>An animated object can be of any non-magical material. You may animate one Small or smaller object or a corresponding number of larger objects as follows: A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. You can change the designated target or targets as a move action, as if directing an active spell.</p><p>This spell cannot affect objects carried or worn by a creature.</p><p><i>Animated objects</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency">permanency</a> spell.</p>


name: Animate Plants
level: druid 7, shaman 7
school: transmutation
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level or 1 hour/level; see text
saving_throw: none
spell_resistance: no
description:
<p>You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or a number of larger plants as follows: a Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.</p><p>Use the statistics for animated objects, except that plants smaller than Large don’t have hardness.</p><p><i>Animate plants</i> cannot affect plant creatures, nor does it affect nonliving vegetable material.</p><p style="margin-left:40px"><i>Entangle</i>: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/entangle">entangle</a> spell. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">Spell resistance</a> does not keep creatures from being <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>. This effect lasts 1 hour per caster level.</p>


name: Animate Rope
level: bard 1, psychic 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one rope-like object, length up to 50 ft. + 5 ft./level; see text
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half.</p><p>The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.</p><p>The rope can enwrap only a creature or an object within 1 foot of it – it does not snake outward – so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled" rel="nofollow">entangled</a>. A creature capable of spellcasting that is bound by this spell must make a <a href="https://www.d20pfsrd.com/magic/#TOC-Concentration" rel="nofollow">concentration check</a> with a DC of 15 + the spell’s level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.</p><p>The rope itself and any knots tied in it are not magical.</p><p>The spell cannot affect objects carried or worn by a creature.</p>


name: Animus Mine
level: mesmerist 2, psychic 2
school: abjuration [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 hour/level or until discharged
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p class="description">You implant a mental mine within your psyche that triggers against anyone attempting to manipulate your thoughts.</p><p>Any creature that uses a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effect against you triggers the mine, causing psychic backlash against the offending creature. This backlash deals 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6) and staggers the target for 1d4 rounds. If the target succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw, it takes only half damage and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> effect. The mine does not disrupt the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effect that triggered the spell. You can use a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> to suppress the trigger of your mine for 1 round to allow someone to use a <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effect on you. You can have only one mental mine active at a time.</p><div style="margin-left: 20px">


name: Anonymous Interaction
level: bard 2, psychic 2, witch 2
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: permanent (see text)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause the targets to forget all but the most general information about you. If they saw you or interacted with you, they still remember your presence and your general shape (such as <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>), as well as the gist of your interactions with them (such as “<i>She was asking about the queen</i>“), but they don’t remember specifically what you said, details of your appearance, or any identifying information about you. This spell targets any memories of you in the minute preceding its casting, but is otherwise permanent.</p>


name: Ant Haul
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a small pulley)
range: touch
duration: 2 hours/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 1, cleric/oracle 1, druid 1, psychic 1, ranger 1, sorcerer/wizard 1, summoner/unchained summoner 1

description:
<table border="1" cellpadding="5">
<caption>
   Table: New Carrying Capacity 
 </caption>
<thead>
<tr>
<th class="text">Strength Score</th>
<th class="text">Light Load</th>
<th class="text">Medium Load</th>
<th class="text">Heavy Load</th>
</tr>
</thead>
<thead>
<tr>
<td class="number">1</td>
<td class="text">9 lbs. or less</td>
<td class="text">10–18 lbs.</td>
<td class="text">19–30 lbs.</td>
</tr>
<tr>
<td class="number">2</td>
<td class="text">18 lbs. or less</td>
<td class="text">19–39 lbs.</td>
<td class="text">40–60 lbs.</td>
</tr>
<tr>
<td class="number">3</td>
<td class="text">30 lbs. or less</td>
<td class="text">31–60 lbs.</td>
<td class="text">61–90 lbs.</td>
</tr>
<tr>
<td class="number">4</td>
<td class="text">39 lbs. or less</td>
<td class="text">40–78 lbs.</td>
<td class="text">79–120 lbs.</td>
</tr>
<tr>
<td class="number">5</td>
<td class="text">48 lbs. or less</td>
<td class="text">49–99 lbs.</td>
<td class="text">100–150 lbs.</td>
</tr>
<tr>
<td class="number">6</td>
<td class="text">60 lbs. or less</td>
<td class="text">61–120 lbs.</td>
<td class="text">121–180 lbs.</td>
</tr>
<tr>
<td class="number">7</td>
<td class="text">69 lbs. or less</td>
<td class="text">70–138 lbs.</td>
<td class="text">139–210 lbs.</td>
</tr>
<tr>
<td class="number">8</td>
<td class="text">78 lbs. or less</td>
<td class="text">79–159 lbs.</td>
<td class="text">160–240 lbs.</td>
</tr>
<tr>
<td class="number">9</td>
<td class="text">90 lbs. or less</td>
<td class="text">91–180 lbs.</td>
<td class="text">181–270 lbs.</td>
</tr>
<tr>
<td class="number">10</td>
<td class="text">99 lbs. or less</td>
<td class="text">100–198 lbs.</td>
<td class="text">199–300 lbs.</td>
</tr>
<tr>
<td class="number">11</td>
<td class="text">114 lbs. or less</td>
<td class="text">115–228 lbs.</td>
<td class="text">229–345 lbs.</td>
</tr>
<tr>
<td class="number">12</td>
<td class="text">129 lbs. or less</td>
<td class="text">130–258 lbs.</td>
<td class="text">259–390 lbs.</td>
</tr>
<tr>
<td class="number">13</td>
<td class="text">150 lbs. or less</td>
<td class="text">151–300 lbs.</td>
<td class="text">301–450 lbs.</td>
</tr>
<tr>
<td class="number">14</td>
<td class="text">174 lbs. or less</td>
<td class="text">175–348 lbs.</td>
<td class="text">349–525 lbs.</td>
</tr>
<tr>
<td class="number">15</td>
<td class="text">198 lbs. or less</td>
<td class="text">199–399 lbs.</td>
<td class="text">400–600 lbs.</td>
</tr>
<tr>
<td class="number">16</td>
<td class="text">228 lbs. or less</td>
<td class="text">229–459 lbs.</td>
<td class="text">460–690 lbs.</td>
</tr>
<tr>
<td class="number">17</td>
<td class="text">258 lbs. or less</td>
<td class="text">259–519 lbs.</td>
<td class="text">520–780 lbs.</td>
</tr>
<tr>
<td class="number">18</td>
<td class="text">300 lbs. or less</td>
<td class="text">301–600 lbs.</td>
<td class="text">601–900 lbs.</td>
</tr>
<tr>
<td class="number">19</td>
<td class="text">348 lbs. or less</td>
<td class="text">349–699 lbs.</td>
<td class="text">700–1,050 lbs.</td>
</tr>
<tr>
<td class="number">20</td>
<td class="text">399 lbs. or less</td>
<td class="text">400–798 lbs.</td>
<td class="text">799–1,200 lbs.</td>
</tr>
<tr>
<td class="number">21</td>
<td class="text">459 lbs. or less</td>
<td class="text">460–918 lbs.</td>
<td class="text">919–1,380 lbs.</td>
</tr>
<tr>
<td class="number">22</td>
<td class="text">519 lbs. or less</td>
<td class="text">520–1,038 lbs.</td>
<td class="text">1,039–1,560 lbs.</td>
</tr>
<tr>
<td class="number">23</td>
<td class="text">600 lbs. or less</td>
<td class="text">601–1,200 lbs.</td>
<td class="text">1,201–1,800 lbs.</td>
</tr>
<tr>
<td class="number">24</td>
<td class="text">699 lbs. or less</td>
<td class="text">700–1,398 lbs.</td>
<td class="text">1,399–2,100 lbs.</td>
</tr>
<tr>
<td class="number">25</td>
<td class="text">798 lbs. or less</td>
<td class="text">799–1,599 lbs.</td>
<td class="text">1,600–2,400 lbs.</td>
</tr>
<tr>
<td class="number">26</td>
<td class="text">918 lbs. or less</td>
<td class="text">919–1,839 lbs.</td>
<td class="text">1,840–2,760 lbs.</td>
</tr>
<tr>
<td class="number">27</td>
<td class="text">1,038 lbs. or less</td>
<td class="text">1,039–2,079 lbs.</td>
<td class="text">2,080–3,120 lbs.</td>
</tr>
<tr>
<td class="number">28</td>
<td class="text">1,200 lbs. or less</td>
<td class="text">1,201–2,400 lbs.</td>
<td class="text">2,401–3,600 lbs.</td>
</tr>
<tr>
<td class="number">29</td>
<td class="text">1,398 lbs. or less</td>
<td class="text">1,399–2,799 lbs.</td>
<td class="text">2,800–4,200 lbs.</td>
</tr>
<tr>
<td class="number">+10</td>
<td class="text">×4</td>
<td class="text">×4</td>
<td class="text">×4</td>
</tr>
</thead>
</table><p>The target’s carrying capacity triples. This does not affect the creature’s actual <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> in any way, merely the amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor. If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell allows it to carry.</p><div style="margin-left: 40px">


name: Anthropomorphic Animal
level: druid 3, sorcerer/wizard 3, witch 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a humanoid thumb bone)
range: touch
target: animal touched
duration: 1 hour/level
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You transform the touched <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> into a bipedal hybrid of its original form with a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> form, similar to how a lycanthrope’s hybrid form is a mix of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> form. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>‘s size, type, and ability scores do not change. It loses its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a> except for bite (if it had one as an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>), all types of movement other than its land speed, and special attacks that rely on its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a>. One pair of its limbs is able to manipulate objects and weapons as well as <a href="https://www.d20pfsrd.com/races/core-races/human">human</a> hands do; limbless <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> like snakes temporarily grow a pair of arms. The creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> increases to 3, and it gains the ability to speak one language you know. It is not considered proficient in any manufactured weapons. It can attack with unarmed strikes, dealing unarmed strike damage for a creature of its size (unless it has a bite attack, which is a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a>).</p><p><i>Anthropomorphic animal</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/p/permanency"><i>permanency</i></a> spell cast by a caster of 11th level or higher at a cost of 7,500 gp.</p>


name: Anti-Incorporeal Shell
level: cleric 4, shaman 4, witch 4
school: abjuration
casting_time: 1 round
components: V, S, DF
range: 10 ft.
area: 10-ft.-radius emanation centered on you
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You bring into being a mobile, hemispherical energy field that <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#TOC-Incorporeal-Ex-">incorporeal</a> creatures cannot enter.</p><p>This spell can be used only defensively, not aggressively. Forcing an <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a> barrier against creatures that the spell keeps at bay collapses the barrier.</p>


name: Anti-Summoning Shield
level: bard 2, inquisitor 3, sorcerer/wizard 2, summoner 2
school: abjuration
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
area: 50-ft.-radius
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>Within the area of effect, this spell impedes the use of spells of the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Summoning">summoning</a> subschool and other effects that <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> creatures.</p><p>Any such spells, <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, or similar <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Summoning">summoning</a> effects used within the area have a percent chance of failure equals 5% × your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, to a maximum 75% chance of failure. If the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Summoning">summoning</a> effect already has a percent chance of failure (as is often the case with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>), these percentages stack. This spell does not affect <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoners</a> attempting to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> their <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a>, but it does affect <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoners</a> casting other <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Summoning">summoning</a> spells.</p>


name: Anticipate Peril
level: alchemist 1, bard 1, psychic 1, ranger 1, sorcerer/ wizard 1
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 minute/level or until activated
saving_throw: Will negates
spell_resistance: yes
description:
<p>A creature affected by <i>anticipate peril</i> gains a preternatural sense of danger. The first time during this spell’s duration that the target has to make an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> check, the creature adds an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on that <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> check equal to the spell’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +5). Once this bonus applies, the effects of the spell end.</p>


name: Anticipate Thoughts
level: bard 2, inquisitor 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 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
saving_throw: Will partial
spell_resistance: yes
description:
<p>This spell taps into the target’s mind so you get an impression of the actions it will take. You gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> to AC against the target’s attacks. If the target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, you also see how the target will react to your attacks, and the bonus applies on your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and damage rolls against the target. These bonuses apply only while the target is within range of the spell, though if it goes out of range, the bonuses return once it’s back in range. Whenever the target misses you with an attack, the spell’s bonuses increase by 1 until the spell ends (to a maximum of +5).</p>


name: Antilife Shell
level: cleric/oracle 6, druid 6, shaman 6
school: abjuration
casting_time: 1 round
components: V, S, DF 1 round
range: 10 ft.
area: 10-ft.-radius emanation, centered on you
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.</p><p>The effect hedges out <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#animal">animals</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#aberration">aberrations</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#dragon">dragons</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#fey">fey</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#giant">giants</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#humanoid">humanoids</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#magical-beast">magical beasts</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#monstrous-humanoid">monstrous humanoids</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#ooze">oozes</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#plant">plants</a>, and <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#vermin">vermin</a>, but not <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#construct">constructs</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#outsider-elemental">elementals</a>, <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#outsider">outsiders</a>, or <a href="https://www.d20pfsrd.com/bestiary/monsters-by-type#undead">undead</a>.</p><p>This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.</p>


name: Antimagic Field
level: cleric/oracle 8, sorcerer/wizard 6
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (pinch of powdered iron or iron filings)
range: 10 ft.
area: 10-ft.-radius emanation, centered on you
duration: 10 min./level (D)
saving_throw: none
spell_resistance: see text
description:
<p>An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.</p><p>An <i>antimagic field</i> suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an <i>antimagic field</i> counts against the suppressed spell’s duration.</p><p>Summoned creatures of any type wink out if they enter an <i>antimagic field</i>. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast <i>antimagic field</i> in an area occupied by a summoned creature that has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, you must make a caster level check (1d20 + caster level) against the creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> to make it wink out. (The effects of instantaneous conjurations are not affected by an <i>antimagic field</i> because the conjuration itself is no longer in effect, only its result.)</p><p>A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">Elementals</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities may be temporarily nullified by the field. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">Dispel magic</a> does not remove the field.</p><p>Two or more <i>antimagic fields</i> sharing any of the same space have no effect on each other. Certain spells, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-force">wall of force</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/p/prismatic-sphere">prismatic sphere</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/prismatic-wall">prismatic wall</a>, remain unaffected by <i>antimagic field</i>. Artifacts and deities are unaffected by mortal magic such as this.</p><p>Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.</p>


name: Antipathy
level: druid 9, sorcerer/wizard 8, summoner 6, witch 8
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 hour
components: V, S, M/DF (a lump of alum soaked in vinegar)
range: close (25 ft. + 5 ft./2 levels)
target: one location (up to a 10-ft. cube/level) or one object
duration: 2 hours/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
<p>You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.</p><p>Creatures of the designated kind or alignment feel an urge to leave the area or to avoid the affected item.</p><p>A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> score by 4 points.</p><p><i>Antipathy</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sympathy">sympathy</a>.</p>


name: Antiplant Shell
level: druid 4
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: 10 ft.
area: 10-ft.-radius emanation, centered on you
duration: 1 min./level (D)
saving_throw: none
spell_resistance: yes
description:
<p>The <i>antiplant shell</i> spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a> spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.</p>


name: Antitech Field
level: druid 6, sorcerer/wizard 7
school: abjuration
casting_time: 1 standard action
components: V, S, M/DF (pinch of rust)
range: 10 ft.
target: 10-ft.-radius emanation centered on you
duration: 1 minute/level (D)
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>You bring into being a mobile, hemispherical energy field that prevents technological objects, signals, and creatures from entering.</p><p>An antitech field suppresses any technological effect used within, brought into, or deployed into the area, but does not negate it. Time spent within an <i>antitech field</i> counts against the suppressed effect’s duration.</p><p>Robots and other technological <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">constructs</a> that come in contact with an antitech field must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw each round they remain in the field. Failure indicates a creature can take no actions that round and is considered to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>. Success indicates a creature can take either one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> or one <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> that round. Partially technological creatures like androids or cyborgs are merely <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> if they fail this saving throw. Note that cybernetic equipment does not function in an antitech field, and all benefits granted by such gear are suppressed.</p><p>Non-technological creatures can enter the area, as can low-tech missiles like <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sling">sling</a> stones and arrows. High-tech missiles such as bullets and missiles immediately halt upon contacting the field, and either drop to the ground harmlessly or detonate. An antitech field doesn’t stop rays created by magical sources, but does stop rays fired from beam weapons such as lasers. The antitech field does not offer any protection against explosions caused by technological explosives detonating against it—thus, creatures within the field could still take damage from a rocket that explodes against it. If a creature is larger than the area enclosed by the barrier, any part of the creature that lies outside the barrier is unaffected by the field.</p><p>This spell can be used only defensively, not aggressively. Forcing an <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a> barrier against creatures that the spell keeps at bay collapses the barrier.</p>


name: Antithetical Constraint
level: bard 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You constrain the target such that the target automatically misses with all attacks made against creatures that are not of the opposite <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> of it. For example, a lawful evil target would automatically fail at all attacks except those made against chaotic good creatures, and a neutral good target would automatically fail at all attacks except those made against neutral evil creatures. For the purposes of antithetical constraint, creatures that are chaotic evil, chaotic good, lawful evil, or lawful good are all considered to have the opposite <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> of a target whose <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> is 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>. This restriction doesn’t apply to effects that do not require <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, such as <a class="spell" href="https://www.d20pfsrd.com/magic-missile">magic missile</a>.</p>


name: Antitoxin Touch
level: alchemist 1, druid 1, ranger 1, shaman 1, witch 1
school: abjuration
casting_time: 1 standard action
components: V, S, M (a small drop of antitoxin )
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target’s skin secretes a small amount of venom-resistant oils for the spell’s duration. The target cannot accidentally <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> itself while applying <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>. Additionally, the target does not risk exposure to a creature’s <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> when attempting to milk venom.</p>


name: Anywhere But Here
level: magus 4, psychic 4, sorcerer/wizard 4, summoner 4, witch 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: touch
target: you and up to four willing creatures, none of whom can be on their home plane
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>This spell functions similarly to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plane-shift">plane shift</a>, but instead of transporting the targets to a destination near an intended location on a specific plane, anywhere but here transports affected creatures to a random plane. A creature can be affected by anywhere but here only if it is currently not on its home plane (although targets can, by chance, end up traveling to their home plane as a result of this spell). Subjects always appear in a location that is not inherently harmful, but the exact destination is otherwise random. The specific plane is determined by the table below; the location on the destination plane where the transported creatures arrive is completely subject to the GM’s whim.</p><table border="1" cellpadding="5" data-ognbot="1">
<thead>
<tr>
<th class="text">d%</th>
<th class="text">Planar Destination</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">1–7</td>
<td class="text">Abyss</td>
</tr>
<tr>
<td class="text">8–14</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Abaddon-Neutral-Evil-">Abaddon</a></td>
</tr>
<tr>
<td class="text">15–20</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Hell-Lawful-Evil-">Hell</a></td>
</tr>
<tr>
<td class="text">21–24</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a></td>
</tr>
<tr>
<td class="text">25–28</td>
<td class="text">Fey World</td>
</tr>
<tr>
<td class="text">29–35</td>
<td class="text">Maelstrom</td>
</tr>
<tr>
<td class="text">36–42</td>
<td class="text">Boneyard</td>
</tr>
<tr>
<td class="text">43–49</td>
<td class="text">Axis</td>
</tr>
<tr>
<td class="text">50–56</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a></td>
</tr>
<tr>
<td class="text">57–63</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Elysium-Chaotic-Good-">Elysium</a></td>
</tr>
<tr>
<td class="text">64–70</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Nirvana-Neutral-Good-">Nirvana</a></td>
</tr>
<tr>
<td class="text">71–77</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Heaven-Lawful-Good-">Heaven</a></td>
</tr>
<tr>
<td class="text">78–84</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Astral-Plane">Astral Plane</a></td>
</tr>
<tr>
<td class="text">85–90</td>
<td class="text">Random demiplane</td>
</tr>
<tr>
<td class="text">91–95</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> (random world)</td>
</tr>
<tr>
<td class="text">96–100</td>
<td class="text">GM’s choice</td>
</tr>
</tbody>
</table><p>A creature that is transported by anywhere but here cannot be affected by a subsequent casting of anywhere but here for 24 hours afterward (but can be affected normally by other forms of planar travel).</p>


name: Apathy
level: bard 4, mesmerist 4, psychic 5, sorcerer/ wizard 5, witch 5
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: S, V, M (a shiny bead)
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You cause a creature to temporarily lose interest in a passion or pursuit, taking the heat off your trail to facilitate a getaway, the finalization of a scheme, or the elimination of incriminating evidence. When casting the spell, you designate a subject or activity about which the target becomes indifferent. While under the effects of apathy, the target takes a –5 penalty on all skill checks and ability checks to investigate, pursue, or otherwise advance its goals in relation to the designated subject. In most cases, however, the target does not attempt such checks if they can be avoided, as it simply has no interest in putting effort into the endeavor.</p><p>If the chosen activity is something that would be harmful for the target to refrain from doing (such as eating, sleeping, or holding its breath underwater), the target receives a +5 bonus on the saving throw or other check required by its inaction, and receives a new saving throw to negate the effects of this spell with the same +5 bonus immediately after. The bonus on these saving throws and checks increases by 1 for each subsequent check required by the same condition. If you directly interact with the target of this spell (such as engaging it in combat or targeting it with another spell or effect), the spell immediately ends.</p>


name: Ape Walk
level: druid 3, ranger 2, sorcerer/wizard 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (an ape or monkey paw)
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject can climb as well as an ape or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-monkey">monkey</a>, gaining a climb speed of 30 feet and a +8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Racial-Bonus">racial bonus</a> on <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> skill checks. The affected creature must have her hands free to climb in this manner. In addition, as long as she has 10 feet of space in which to make a running start, the subject can make a long jump of up to 10 feet without making an <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check (an <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> check is still required to jump longer distances).</p>


name: Aphasia
level: bard 1, mesmerist 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 (see text)
spell_resistance: yes
description:
<p>You render the target unable to understand any language, including spoken language, written language, sign language, gestures attempting to mimic a crude language, or even truespeech and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Telepathy-Su-">telepathy</a>. The affected creature is unable to communicate, use command words, cast spells with verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, or use any other abilities that requires language.</p><p>At the end of each of its turns, the subject can attempt a new saving throw to end the effect.</p><p><a href="https://www.d20pfsrd.com/magic/all-spells/t/tongues/" style="font-style: italic">Tongues</a> counters and dispels aphasia, and a creature with the <a href="https://www.d20pfsrd.com/magic/all-spells/t/tongues/" style="font-style: italic">tongues</a> spell active is immune to aphasia. Oracles with the <a href="https://www.d20pfsrd.com/magic/all-spells/t/tongues/" style="font-style: italic">tongues</a> curse ignore aphasia in combat.</p>


name: Apparent Master(3.5E)
level: bard 4, sorcerer/wizard 5
school: enchantment
casting_time: 1 standard action
components: V, S
range: Close (25 ft. +5 ft./2 levels)
target: One construct ; see text
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: Yes
description:
<p>This charm makes a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> regard you as its master. The spell only affects mindless constructs that are attuned to the commands of a master, such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object">animated objects</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golems</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/retriever">retrievers</a>, and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/shield-guardian">shield guardians</a>. All constructs with <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> scores, even those that explicitly follow the commands of their creator, such as an <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/homunculus">homunculus</a>, are unaffected. If the construct is currently being threatened or attacked by you or your allies it receives a +5 bonus on its saving throw.</p><p>The spell enables you to control the construct completely, with the sole exception that commands directly resulting in damage break the spell. Any act by you or your apparent allies that damages the construct also breaks the spell. You can communicate your commands in any spoken language. The construct reverts to obeying the last commands given by its true master when the spell’s duration expires. If the construct’s true master attempts to command a construct affected by apparent master, you must win an opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> check for the construct to continue to follow your commands. Failing this check breaks the spell.</p>


name: Appearance of Life
level: cleric/oracle 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: illusion (glamer) [evil]
casting_time: 1 round
components: V, S, M (one Tiny or larger living creature)
range: long (400 ft. + 40 ft./ caster level )
target: one or more undead creatures
duration: 10 minutes/level (D)
saving_throw: Will disbelief or Will negates (see text)
spell_resistance: no
description:
<p>The <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> makes <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures of Medium size or smaller appear as if they were living <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> creatures. You can target a number of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures whose total number of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> is no greater than twice your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. When you create the illusion, you choose the races, genders, and attire for the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures. Additionally, the illusion makes the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures’ movements appear lifelike (two shuffling <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombies</a> could be made to appear as two strolling lovers). The <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> doesn’t create smell, sound, texture, or temperature. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a> with <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> scores can attempt a saving throw to negate the effect of the spell, but mindless <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> do not. Any creatures interacting with the illusion receive a saving throw to disbelieve the illusion.</p><p>The <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> interferes with <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-undead/" style="font-style: italic">detect undead</a>, requiring the caster to succeed at a caster check (DC = 11 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) for the spell to determine the creatures are <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>.</p><p><i>Appearance of life</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 12th level or higher for the cost of 10,000 gp.</p>


name: Apport Animal
level: druid 3, medium 3, mesmerist 3, psychic 3, ranger 3, sorcerer/wizard 3, summoner 3, witch 3
school: conjuration (teleportation)
target: one touched animal of Tiny or smaller size
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions like <i>apport object</i> except the target is an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>. Only normal, non-magical creatures of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> type can be teleported.</p>


name: Apport Object
level: bard 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, witch 2
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: touch
target: one touched object of up to 1 lb. and 1 cu. ft.
duration: instantaneous or 1 hour/level
spell_resistance: yes (object)
description:
<p>This spell allows you to instantaneously transport a small nonliving object from one location to another. There are two ways to use the spell: <a href="https://www.d20pfsrd.com/magic/all-spells/s/sending/" style="font-style: italic">sending</a> allows you to immediately send an object held in your hands to a nearby location, while receiving permits you to cast the spell ahead of time on an object and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> it to your location at a later time.</p><p><b>Sending</b>: If you choose to send the object elsewhere, the spell functions like <a href="https://www.d20pfsrd.com/magic/all-spells/t/teleport-object/" style="font-style: italic">teleport object</a>, except the size of the object is limited and the distance it can travel is equal to only 25 feet + 5 feet per 2 levels. You can’t transport an object to the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Ethereal-Plane">Ethereal Plane</a>. You can send the held object to any square within range, and you don’t need line of sight to the target location. You can place the object in the open or inside a container, a pocket, or even someone’s hand. If there isn’t room in the space you select (either because the space chosen is too small or because there is already something else there), or if the person doesn’t want or isn’t expecting the object in his hands, it appears on the ground within the target’s square instead. You can transport the object to an elevation above the floor as long as the destination is within the spell’s total distance limit.</p><p><b>Receiving</b>: You can prepare an object ahead of time to apport it to yourself by casting the spell upon it and assigning a mental trigger to complete the spell. You don’t need line of sight to the object to apport it to you, but the object must be within a distance equal to 25 feet + 5 feet per 2 levels. Completing the spell is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> that has the same restrictions as a thought spell component. You can apport an object in this way even if someone holding the object is unwilling to let you take it. Once you apport the object, the spell ends.</p><p>You can’t send or receive an object into a space that is protected by an <a href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field/" style="font-style: italic">antimagic field</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/g/globe-of-invulnerability/" style="font-style: italic">globe of invulnerability</a>, or similar effect that keeps magical effects out; if you attempt to do so, the spell is lost.</p>


name: Aquatic Cavalry
level: antipaladin 2, druid 2, paladin 2, ranger 2, shaman 2, summoner 2
school: conjuration (summoning)
casting_time: 1 round
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a school of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/hippocampus">hippocampi</a> (one plus one per 3 caster levels, to a maximum of six at 15th level) to serve as combat-trained mounts. the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/hippocampus">hippocampi</a> avoid combat if possible but defend themselves if attacked. If any <a href="https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/hippocampus">hippocampus</a> attacks, the remaining duration of the spell changes from 1 hour per level to 1 round per level (so if a full 4 hours remained, the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/hippocampus">hippocampi</a> last for only 4 more rounds).</p>


name: Aquatic Trail
level: druid 3, hunter 2, inquisitor 3, ranger 2, shaman 3
school: divination [water]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: circle centered on you, with a radius of 100 feet + 10 feet per level
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>You use divination magic to enhance the underwater trails in the area around you, allowing you to track creatures through the water as if across soft ground as long as they passed through the area less than 1 week ago (this lets you notice trails that are much older than normal underwater trails). The spell’s area moves with you, so you can follow the trail through the water over long distances. Other creatures can also follow the trail as long as they move with you. Because of the plethora of sea creatures in the higher zones, it’s possible that the trail that most interests you will be covered by the trails of other <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> creatures.</p>


name: Aqueous Orb
level: bloodrager 3, druid 3, magus 3, sorcerer/wizard 3, summoner/unchained summoner 3
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S, M (a drop of water and a glass bead)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-diameter sphere
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: no
description:
<p>You create a rolling sphere of churning water that can engulf those it strikes. The aqueous orb can move up to 30 feet per round, rolling over barriers less than 10 feet tall. It automatically quenches any non-magical fires and functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a> against magical fires as long as those fires are size Large or less.</p><p>Any creature in the path of the aqueous orb takes 2d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save negates this damage, but a Large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> against attacks from outside the aqueous orb but are considered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.</p><p>The sphere moves as long as you actively direct it (a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> for you); otherwise, it merely stays at rest and churns in place. An aqueous orb stops if it moves outside the spell’s range.</p>


name: Arbitrament
level: cleric 7, inquisitor 6
school: evocation [sonic]
casting_time: 1 standard action
components: V
range: 40 ft.
target: non-neutral creatures in a 40-ft.-radius spread centered on you
duration: instantaneous
saving_throw: Will partial, see text
spell_resistance: yes
description:
<p>All chaotic evil, chaotic good, lawful evil, and lawful good creatures within the area of this spell suffer the following conditions, based on their <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Hit Dice</th>
<th class="text">Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Equal to <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a></td>
<td class="text">Sickened</td>
</tr>
<tr>
<td class="text">Up to <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> – 1</td>
<td class="text">Sickened, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a></td>
</tr>
<tr>
<td class="text">Up to <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> – 5</td>
<td class="text">Nauseated, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a></td>
</tr>
<tr>
<td class="text">Up to <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> – 10</td>
<td class="text">Killed, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a></td>
</tr>
</tbody>
</table><p>The effects are concurrent. A creature can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to reduce or negate the effects. If subject to multiple effects, the creature rolls once and applies the result to each effect.</p><p><b>Sickened</b> The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d4 rounds (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates).</p><p><b>Staggered</b> The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 2d4 rounds, or for 1d4 rounds on a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p><p><b>Nauseated</b> The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1d10 minutes, or for 1d4 rounds on a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save.</p><p><b>Killed</b> Living creatures die, and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures are destroyed. On a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, the creature instead takes 3d6 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum v+25).</p><p>Furthermore, if you are on your home plane when you cast this spell, all chaotic evil, chaotic good, lawful evil, and lawful good <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Extraplanar">extraplanar</a> creatures within the area are banished to their home planes (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates, at a –4 penalty). Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the arbitrament.</p><p>Creatures whose <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> exceed your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> are unaffected by arbitrament.</p>


name: Arboreal Hammer
level: druid 4
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one Huge or larger tree
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell animates a tree’s branch and directs it against your foes. At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 10th or lower, you can target a Huge tree. At <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 11th-15th, you can target a Gargantuan tree, and at <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> 16th or higher you can target a Colossal tree. The animated branch makes slam attacks with a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score equal to 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The branch strikes once per round with an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + the branch’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier, adjusted by the appropriate size modifier (+2 for Huge, +4 for Gargantuan, +8 for Colossal). A Huge tree’s slam deals 2d6 points of damage, a Gargantuan tree’s slam deals 3d6 points of damage, and a Colossal tree’s slam deals 4d6 points of damage; the tree adds 1-1/2 times its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier to this damage. A Huge tree has reach 15 feet, a Gargantuan has reach 20 feet, and a Colossal has reach 30 feet. The tree attacks the creature you designate when you cast the spell, and is unable to move. You can direct the tree against a new target as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. The tree does not gain a bonus for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a>, nor can it help another combatant <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flank</a>. It cannot attack a foe you cannot see.</p>


name: Arcana Theft
level: magus 4
school: abjuration
casting_time: 1 standard action
components: V, S
target: creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>This spell functions as a targeted <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> spell, except it only affects creatures and it requires a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. If the melee touch attack is successful and the spell successfully dispels one spell affecting the target, that spell is instead transferred to you, treating you as the original target. You do not receive a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> check against this spell and must accept its affects even if they are not beneficial. This does not alter the spell’s duration; for example, if the spell only has 4 rounds of duration remaining when it is stolen, it only affects you for 4 rounds. If the spell or effect has a duration of permanent, its duration continues for 1 hour per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> of the original caster, after which it ends. The stolen spell does not revert to the original target.</p>


name: Arcane Cannon
level: sorcerer/wizard 7
school: transmutation
casting_time: 1 round
components: V, S, F (an ornate miniature cannon forged with a drop of your blood that costs 5,000 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: one magically animated cannon
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>Your focus becomes a Medium arcane cannon that appears in an unoccupied square within the spell’s range. If no unoccupied square is within range, the spell fails. The cannon comes into existence loaded. Each round thereafter, the cannon can either fire or load. A cannon must be loaded to fire. You do not need to supply ammunition for the cannon. On your turn, you can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to direct the cannon to wheel itself to a new location, moving the cannon up to 20 feet. If the arcane cannon ever leaves your line of sight, it winks out of existence, and the spell’s duration ends. The cannon has a range increment of 50 feet. It targets <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> in the first range increment, and it has no misfire chance. The cannon acts as a weapon with the conductive special weapon ability, which you can use to channel your <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 as long as you are within the range of arcane cannon. The cannon’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + 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 +1 per four caster levels (maximum +5 at 20th level). On a hit, the cannon deals 4d10 damage. The arcane cannon attacks have a critical modifier of ×4.</p><p>The cannon has AC 10, <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 10, and 80 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. If the cannon is subject to a spell or effect that requires a save, it uses your saving throw modifiers. The cannon never provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. If the cannon is destroyed, so is your focus.</p>


name: Arcane Concordance
level: bard 3
school: evocation
casting_time: 1 standard action
components: V, S, M (a spent wand )
range: personal
area: 10-ft.-radius emanation centered on you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to the DC of any <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> against the spell, and can be cast as if one of the following <a href="https://www.d20pfsrd.com/feats#TOC-Metamagic-Feats">metamagic</a> feats was applied to it (without increasing the spell level or Casting Time): <a href="https://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic">Enlarge Spell</a>, <a href="https://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic">Extend Spell</a>, <a href="https://www.d20pfsrd.com/feats/metamagic-feats/silent-spell-metamagic">Silent Spell</a>, or <a href="https://www.d20pfsrd.com/feats/metamagic-feats/still-spell-metamagic">Still Spell</a> (you choose the <a href="https://www.d20pfsrd.com/feats#TOC-Metamagic-Feats">metamagic</a> feat when you cast <i>arcane concordance</i>).</p>


name: Arcane Disruption
level: bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of pepper)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell makes it difficult for the subject to cast arcane spells, use <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, and use some abilities granted by arcane spellcasting classes. The subject must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC = 10 + 1/2 its <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) in order to cast an arcane spell, use any <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> (even those that come from a divine source), use arcane spell completion or spell trigger magic items, or use any of the following class features that come from an arcane spellcasting class: arcane school powers, <a href="https://www.d20pfsrd.com/classes/hybrid-classes/arcanist">arcanist</a> exploits, bardic performances, <a href="https://www.d20pfsrd.com/classes/base-classes/magus#TOC-Magus-Arcana">magus arcana</a>, or <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witch</a> <a href="https://www.d20pfsrd.com/classes/base-classes/witch#TOC-Hex">hexes</a>. Spells, <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, or class features that take a free, swift, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> aren’t affected by this spell, nor are <a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic/mythic-magic/mythic-spells">mythic spells</a> or <a href="https://www.d20pfsrd.com/alternative-rule-systems/mythic#TOC-Mythic">mythic</a> powers.</p><p>While under the effect of this spell, if the subject must attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check to cast an arcane spell or use an arcane <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> for any reason other than the effect of this spell (such as casting defensively, being injured while casting, and so on), it takes a penalty on that check equal to 1/2 its <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Arcane Eye
level: alchemist 4, sorcerer/wizard 4, witch 4
school: divination (scrying)
casting_time: 10 minutes
components: V, S, M (a bit of bat fur)
range: unlimited
effect: magical sensor
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p> You create an invisible magical sensor that sends you visual information. You can create the <i>arcane eye </i>at any point you can see, but it can then travel outside your line of sight without hindrance. An <i>arcane eye </i>travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.<br/><br/> The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gate">gate</a> or similar magical portal.<br/><br/> You must concentrate to use an <i>arcane eye. </i>If you do not concentrate, the eye is inert until you again concentrate.</p>


name: Arcane Lock
level: sorcerer/wizard 2
school: abjuration
casting_time: 1 standard action
components: V, S, M (gold dust worth 25 gp)
range: touch
target: door, chest, or portal touched, up to 30 sq. ft./level in size
duration: permanent
saving_throw: none
spell_resistance: no
description:
<p>An <i>arcane lock</i> spell cast upon a door, chest, or portal magically locks it. You can freely pass your own <i>arcane lock</i> without affecting it. If the locked object has a lock, the DC to open that lock increases by 10 while it remains attached to the object. If the object does not have a lock, this spell creates one that can only be opened with a DC 20 <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> skill check. A door or object secured with this spell can be opened only by breaking in or with a successful <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/k/knock">knock</a> spell. Add 10 to the normal DC to break open a door or portal affected by this spell. A <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/k/knock">knock</a> spell does not remove an <i>arcane lock;</i> it only suppresses the effect for 10 minutes.</p>


name: Arcane Mark
level: magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
school: universal
casting_time: 1 standard action
components: V, S
range: touch
effect: one personal rune or mark, all of which must fit within 1 sq. ft.
duration: permanent
saving_throw: none
spell_resistance: no
description:
<p>This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An <i>arcane mark</i> spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/">detect magic</a></i> spell causes it to glow and be visible, though not necessarily understandable.</p><p><i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/see-invisibility/">See invisibility</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/true-seeing/">true seeing</a></i>, a <i><a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gem-of-seeing">gem of seeing</a></i>, or a <i><a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/robe-of-eyes">robe of eyes</a></i> likewise allows the user to see an invisible <i>arcane mark.</i> A <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/read-magic/">read magic</a></i> spell reveals the words, if any. The mark cannot be <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/">dispelled</a>, but it can be removed by the caster or by an <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/erase/">erase</a></i> spell.</p><p>If an <i>arcane mark</i> is placed on a living being, the effect gradually fades in about a month.</p><p><i>Arcane mark</i> must be cast on an object prior to casting <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/instant-summons/">instant summons</a></i> on the same object (see that spell description for details).</p>


name: Arcane Pocket
level: sorcerer/wizard 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, F (a pocket and a silver button)
range: touch
effect: extradimensional space up to 1 cu. ft./level
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>With a touch, you conjure an <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> space inside a pouch or pocket. The pocket acts as a <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-of-holding">bag of holding</a>, except it can hold only 10 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Regardless of what is placed into the pocket, it weighs 3 pounds. Unlike a <a class="spell" href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-of-holding">bag of holding</a>, the pocket created by this ability cannot be overloaded or ruptured—any additional material simply spills out of the top—nor does it have any special interaction with other kinds of <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> spaces.</p><p>An arcane pocket grants you a +1 bonus on <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> checks to conceal its contents. The pocket becomes nonmagical, spilling all of its contents onto the ground unharmed, if it leaves your possession or you create a new <i>arcane pocket</i>.</p>


name: Arcane Sight
level: alchemist 3, inquisitor 3, magus 3, occultist 3, psychic 3, sorcerer/wizard 3, witch 3
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 min./level (D)
description:
<p>This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/" style="font-style: italic">detect magic</a> spell, but arcane sight does not require concentration and discerns aura location and power more quickly.</p><p>You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/" style="font-style: italic">detect magic</a> spell (see tables above.) If the items or creatures bearing the auras are in line of sight, you can make <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)</p><p>If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.</p><p>As with <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/" style="font-style: italic">detect magic</a>, you can use this spell to identify the properties of magic items, but not artifacts.</p><p>Arcane sight can be made permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/" style="font-style: italic">permanency</a> spell.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text" rowspan="2">Spell or Object</th>
<th class="text" colspan="4">Aura Power</th>
</tr>
<tr>
<th class="text">Faint</th>
<th class="text">Moderate</th>
<th class="text">Strong</th>
<th class="text">Overwhelming</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Functioning spell (spell level)</td>
<td class="text">3rd or lower</td>
<td class="number">4th-6th</td>
<td class="number">7th-9th</td>
<td class="text">10th+ (deity-level)</td>
</tr>
<tr>
<td class="text">Magic item (caster level)</td>
<td class="text">5th or lower</td>
<td class="number">6th-11th</td>
<td class="number">12th-20th</td>
<td class="text">21st+ (<a href="https://www.d20pfsrd.com/magic-items/artifacts">artifact</a>)</td>
</tr>
</tbody>
</table><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Original Strength</th>
<th class="text">Duration of Lingering Aura</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Faint</td>
<td class="text">1d6 rounds</td>
</tr>
<tr>
<td class="text">Moderate</td>
<td class="text">1d6 minutes</td>
</tr>
<tr>
<td class="text">Strong</td>
<td class="text">1d6x10 minutes</td>
</tr>
<tr>
<td class="text">Overwhelming</td>
<td class="text">1d6 days</td>
</tr>
</tbody>
</table><p><a name="greater"></a></p>


name: Archon’s Aura
level: cleric/oracle 3, paladin 3
school: evocation [good, lawful]
casting_time: 1 standard action
components: V, S
range: 20 ft.
area: 20-ft. radius centered on you
saving_throw: Will negates
description:
<p>You gain a powerful aura, similar to an <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon">archon’s</a> aura of menace. Any hostile creature within a 20-foot radius of you must make a <a href="void(0)">Will</a> save to resist the effects of this aura. If the creature fails, it takes a –2 penalty on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> and to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of <i>archon’s aura</i>.</p>


name: Archon’s Trumpet
level: bard 5, cleric 7, paladin 4, sorcerer/wizard 7
school: evocation [good, sonic]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Fort negates
spell_resistance: yes
description:
<p>Upon hearing a booming report, as if from a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/trumpet-archon">trumpet archon’s</a> mighty horn, all creatures in the area of the burst are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> for 1d4 rounds.</p>


name: Ardor’s Onslaught
level: cleric 4, inquisitor 4
school: evocation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level) Area 20-ft.-radius burst
duration: instantaneous or 1d6 rounds; see text
saving_throw: Will partial, see text
spell_resistance: yes
description:
<p class="description">You unleash the power of zealous conviction to smite your enemies with a burst of pulsing metallic energy.</p><p>Only creatures with a neutral <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> component are harmed by the spell.</p><p>The spell deals 1d8 points of damage per 2 caster levels (maximum 5d8) to creatures whose <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> is 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> (with the exception of neutral <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>, who take 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, maximum 10d6). Neutral <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> are also <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1d6 rounds. A creature can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to halve the damage and negate the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> effect.</p><p>The spell deals half damage against creatures that are chaotic neutral, lawful neutral, neutral evil, or neutral good, and such targets are not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>. On a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, such a creature reduces the damage to one-quarter the damage rolled.</p>


name: Arid Refuge
level: bard 5, sorcerer/wizard 5, witch 5
school: conjuration (creation)
casting_time: 10 minutes
components: V, S, M (a chip of stone wrapped in cloth)
range: close (25 ft. + 5 ft./2 levels)
effect: 20-ft.-square structure
duration: 2 hours/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You conjure a small stone building on any relatively flat nonliving surface at least 20 feet square that can support its weight (such as the ocean floor or an underwater ridge). The outline of a door is marked on one wall of your choice or on the roof. You and anyone you designate as the spell is cast can pass through the door, which is actually an opaque membrane of force that keeps the surrounding atmosphere from entering the structure.</p><p>Creatures you have not designated can force their way through the door with a successful DC 28 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check. The shelter is as strong as a normal stone building, resists flames and fire as if it were stone, and is <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/impervious">impervious</a> to normal missiles (but not the sort cast by siege engines or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants">giants</a>).</p><p>The shelter contains eight bunks, a trestle table, eight stools, and a writing desk. These furnishings disappear if removed from the shelter. The shelter contains fresh, breathable air that replenishes within the shelter but does not pass through the membrane of force. The shelter’s interior maintains a temperature of 70° F regardless of the temperature outside the shelter.</p><p>This spell can be cast only underwater.</p>


name: Aristocrat’s Nightmare
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a copper piece)
range: touch
target: creature touched
duration: 1 hour/level (see text)
saving_throw: Will negates
spell_resistance: yes
level:
alchemist 2, bard 2, cleric 3, inquisitor 2, investigator 2, magus 2, occultist 2, sorcerer/wizard 3, witch 2

description:
<p>You temporarily curse a creature so its touch lessens the value of coins it touches. While under the effects of this curse, whenever the target touches a coin of higher value than copper piece, that coin changes into a copper piece. The change takes place over the course of the following minute, allowing the target to interact with multiple coins before the effect of the curse becomes apparent. The affected coins are permanently transmuted from their previous material (typically gold or silver) into copper coins, though <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/r/remove-curse">remove curse</a> (which can affect up to 50 coins with a single casting) or a similar spell can restore them to their previous material.</p>


name: Armor Lock
level: magus 2, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a pinch of rust)
range: medium (100 ft. + 10 ft./level)
target: one armored creature
duration: 1 round/level (D)
saving_throw: Reflex partial; see text
spell_resistance: yes
description:
<p>Upon pointing at an armored foe, you cause all of the joints of the target’s armor to stiffen as otherworldly chains wrap around the target.</p><p>On a failed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save, a target in heavy metal armor becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>. A target in light or medium metal armor instead becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a>. Targets wearing no armor or nonmetallic armor are unaffected. If the target is wearing heavy metal armor and succeeds at its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> instead of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>; a target in light or medium metal armor that succeeds at its saving throw is unaffected by the spell.</p>


name: Armor of Darkness [3.5E]
level: darkness 4
school: abjuration [darkness]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>This spell envelops the target in shadows that can, if you desire, conceal the creature’s features.</p><p>It grants the recipient a +3 deflection bonus to Armor Class (+1 for every 4 caster levels, to a maximum bonus of +8). The subject can see through the armor and gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> to 60 feet. The subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects.</p><p>Undead creatures under the effect gain +4 turn resistance.</p>


name: Army Across Time
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: five 5-ft. cubes of temporal possibility plus one additional cube/level
duration: 1 round/level
saving_throw: none
spell_resistance: no
level:
arcanist 5, bard 4, cleric/oracle 5, hunter 3, inquisitor 4, medium 3, psychic 5, ranger 3, skald 4, sorcerer/wizard 5, warpriest 5

description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/ally-across-time"><em>ally across time</em></a> as noted above with two exceptions.</p><p>First, you can <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> one duplicate per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> before the spell ends.</p><p>Second, you can have up to one duplicate in existence at a time for every 3 caster levels you have.</p>


name: Arrow Eruption
level: ranger 2, sorcerer/wizard 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (arrow or crossbow bolt)
range: long (400 ft. + 40 ft./level)
area: 30-ft.-radius burst
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You create exact duplicates of the arrow or crossbow bolt you used to kill a creature in the previous round and launch one at enemy creatures within a 30-foot radius of the corpse. You can target one creature per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15) within range of the burst and must make a single <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> and apply it to each arrow. These duplicate arrows possess all the intrinsic magical properties of the arrow that killed the original creature as well as those passed on to it by your bow. They also enjoy the full benefit of any bonuses or modifiers you applied to the attack from other magical items, feats, and class or racial features. However, this spell cannot reproduce any spells or other limited-use magical effects that you used to enhance that particular attack. This includes such effects as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/t/true-strike"><i>true strike</i></a> spell, as well as any area spell you might have placed on the arrow by means of the arcane archer’s imbue arrow class feature.</p>


name: Arrow of Law
level: cleric/oracle 2, paladin 2
school: evocation [lawful]
casting_time: 1 standard action
components: V, S, DF (a holy symbol)
range: close (25 ft. + 5 ft./2 levels)
effect: arrow-shaped projectile of lawful energy
duration: instantaneous (1 round); see text
saving_throw: Will partial (see text)
description:
<p>You fire a shimmering arrow of pure order from your holy symbol at any one target in range as a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>. A <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a> creature struck by an arrow of law takes 1d8 points of damage per two caster levels (maximum 5d8). A <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> instead takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d6) and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> for 1 round. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save reduces the damage to half and negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">daze</a> effect. This spell deals only half damage to creatures that are neither <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Chaotic">chaotic</a> nor <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a>, and they are not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a>. The arrow has no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Lawful">lawful</a> creatures.</p>


name: Artificer’s Curse
level: bard 6, cleric 7, inquisitor 6, occultist 6, shaman 7, sorcerer/wizard 7, witch 7
school: transmutation
casting_time: 1 standard action
components: V, S, M (a blank scroll or page from a spellbook )
range: close (25 ft. + 5 ft./2 levels)
target: 1 magical item
duration: 1 minute/level (D)
saving_throw: Will negates (object)
spell_resistance: yes
description:
<p>You temporarily suppress the most powerful qualities of a magical item. This item can be any object you suspect bears a magical <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a>, but if the targeted item is not magical, your spell has no effect. The spell reduces the object’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> by an amount equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, to a minimum of 0. If the item grants a competence, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Deflection-">deflection</a>, enhancement, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight</a>, luck, morale, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane</a>, resistance, or <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a>, the bonus is reduced by 1 for every 4 caster levels the item loses. If the item’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is reduced to 0, all its magic qualities are suppressed (as if dispelled) for the duration of the spell. This spell has no effect on artifacts.</p>


name: Ash Storm
level: druid 3, sorcerer/wizard 3, witch 3
school: conjuration (creation) [fire]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of ash)
range: long (400 ft. + 40 ft./level)
area: cylinder (40-ft. radius, 20 ft. high)
duration: 1 round/level
saving_throw: none
description:
<p>Driving ash blocks all sight (even <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a>) within the spell’s area of effect, and falling cinders cause the ground in the area to become <a href="https://www.d20pfsrd.com/gamemastering/combat#Difficult-Terrain">difficult terrain</a>.</p>


name: Ashen Path
level: arcanist 2, cleric 2, druid 2, hunter 2, oracle 2, ranger 2, sorcerer 2, warpriest 2, wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
<p>You grant the creature touched the ability to breathe with ease air that is contaminated with ash, spores, smoke, dust, or the like. The creature suffers no ill effects from natural airborne irritants or contaminants and gains a +4 bonus on saving throws against magical effects that involve any of these contaminants. In addition, the creature can see through magical obscuring effects caused by dense ash, smoke, fog, or similar <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> up to a distance of 60 feet, although this spell does nothing to enhance sight in dark or shadowy conditions. You can cast this spell on multiple creatures, but if you do, divide the duration evenly among all the creatures you touch (to a minimum duration of 10 minutes per target).</p>


name: Aspect of the Bear
level: druid 2, ranger 2
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
<p>You take on an aspect of a bear. You gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a> and a +2 <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-Combat-Maneuver-Bonus">CMB</a> rolls. You can also perform <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Overrun">overrun</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a> without provoking attacks of opportunity.</p>


name: Aspect of the Falcon
level: druid 1, ranger 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
<p>You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 <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, a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.</p><p>This effect does not stack with any other effect that expands the threat range of a weapon, such as the <a href="https://www.d20pfsrd.com/feats/combat-feats/improved-critical-combat-">Improved Critical</a> feat or a <i>keen</i> weapon.</p>


name: Aspect of the Nightingale
level: bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute/level
description:
<p>You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain 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/perform">Perform</a> (sing) checks and a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks. Once per minute, if you are subject to a <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> effect that allows a saving throw, you may roll twice and take the more favorable result.</p>


name: Aspect of the Stag
level: druid 4, ranger 3
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
<p>When you cast this spell, you take on an aspect of a stag, including some of its physical characteristics. Your features become elongated and sinewy, and you grow a set of antlers you can use for defense. You gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Dodge-Bonus">dodge bonus</a> to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a> against attacks of opportunity, your base speed increases by 20 ft., you can move through any undergrowth (including magically manipulated undergrowth) at your normal speed, and can even make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Take-5-Foot-Step">5-foot step</a> within such terrain.</p><p>Furthermore, when you are hit with an attack of opportunity, you can make a single attack with your antlers against the opponent that hit you as an immediate action. This attack uses your highest base <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus (your choice) and deals 1d8 points of piercing damage (if you are Medium; 1d6 points of damage if Small) plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier on a successful hit. The antlers have a critical multiplier of 19-20/x2.</p>


name: Aspect of the Wolf
level: druid 5, ranger 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, DF
range: personal
duration: 1 minute/level
description:
<p>When you cast this spell, you take on an aspect of a wolf, including some of its physical characteristics. You become more rugged, your ears become elongated, and you sprout sharp fangs and fur.</p><p>You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent">scent</a> ability, a +2 <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-Trip">trip</a> attacks, and can make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> combat maneuver as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. This <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> attack does not provoke attacks of opportunity.</p>


name: Assume Appearance
school: transmutation (polymorph)
casting_time: 1 minute
components: V, S, F (corpse of the deceased creature whose form you plan to assume)
range: personal
target: you
duration: 1 day/level (D)
level:
alchemist 3, bard 3, medium 3, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner 3, witch 3

description:
<p>This spell functions similarly to <a href="https://www.d20pfsrd.com/magic/all-spells/a/alter-self/" style="font-style: italic">alter self</a>, except for the following differences.</p><p>You assume the exact form of a deceased Small or Medium creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> type. Your voice changes to match that of the form you assume. The creature whose form you assume must be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> and you must have access to its fresh corpse (either <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> less than 24 hours, or preserved via <a href="https://www.d20pfsrd.com/magic/all-spells/g/gentle-repose/" style="font-style: italic">gentle repose</a> or similar effect). Any attempt to copy the form of a living creature causes the spell to fail. You do not have access to the assumed form’s abilities, memories, mannerisms, or speech patterns. The spell grants a +10 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks to appear as the imitated creature.</p><p>If the assumed creature is returned to life while this spell is active, assume appearance immediately ends.</p><div style="margin-left: 20px">


name: Assumed Likeness
level: bard 1, magus 2, medium 1, mesmerist 1, occultist 2, psychic 2, sorcerer/wizard 2
school: illusion (phantasm)) [emotion, mind-affecting]
casting_time: 1 standard action
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: 10 minutes/level (D)
saving_throw: Will disbelief
spell_resistance: yes
description:
<p>You draw upon the memories of the targets to create a visual disguise for yourself that only they can see. When you cast the spell, you choose an emotion from the table below. Each target perceives you as a creature it feels that way toward. If it doesn’t feel that way toward anyone, it instead perceives you as a stranger with features likely to evoke that emotion (e.g., if you choose respect, a guard who was taught to respect her elders but who currently knows no elders might see you as an elderly version of yourself).</p><p>Since you don’t know how you will appear to each target, you must match your actions and statements to fit with the illusion as best you can. While the spell grants a +10 bonus on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disguise-self">disguise self</a> does, you also take a –5 penalty on <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> checks until you can get a sense of who the target thinks you are. Each target who fails to disbelieve the <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Phantasm">phantasm</a>) and is fooled by your <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check takes a –2 penalty on <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks to notice your lies, and each emotion choice grants you an additional benefit against such targets, as listed in the table below.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Emotion</th>
<th class="text">Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Fear</td>
<td class="text">+4 bonus on <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks</td>
</tr>
<tr>
<td class="text">Hate</td>
<td class="text">+2 bonus on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, –2 penalty to AC</td>
</tr>
<tr>
<td class="text">Lust</td>
<td class="text">+4 bonus on <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> checks</td>
</tr>
<tr>
<td class="text">Respect</td>
<td class="text">+4 bonus on <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks</td>
</tr>
<tr>
<td class="text">Trust</td>
<td class="text">+4 bonus on <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks</td>
</tr>
</tbody>
</table>


name: Astral Projection
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: necromancy
casting_time: 30 minutes
components: V, S, M (1,000 gp jacinth)
range: touch
duration: see text
saving_throw: none
spell_resistance: yes
description:
<p>By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether. You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.</p><p>You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.</p><p>While you are on the Astral Plane, your astral body is connected at all times to your physical body by an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">incorporeal</a> silver cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the silver cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. This is a traumatic affair, however, and you gain two permanent <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">negative levels</a> if your second body or astral form is slain. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.</p><p>You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).</p><p>When this spell ends, your astral body and all of its gear, vanishes.</p>


name: Atavism
level: druid 4
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one animal
duration: 1 minute/level
saving_throw: Fortitude negates
description:
<p>By bringing forth the primeval ancestry of the target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>, you awaken a savage engine of destruction. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> immediately gains the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1">advanced</a> creature simple template. It gains a +2 bonus on all rolls, including damage rolls and special ability DCs, a +4 bonus to AC and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>, and +2 <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-">HD</a>. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal’s</a> primal instincts take hold for the duration of this spell—if the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> knows tricks granted by the <a href="https://www.d20pfsrd.com/skills/handle-animal">Handle Animal</a> skill, it loses access to all of those tricks save for “attack.” This spell has no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> that already have the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1">advanced</a> creature template.</p><a name="mass"></a><div style="margin-left:40px">


name: Atonement
level: cleric/oracle 5, druid 5, inquisitor 5
school: abjuration
casting_time: 1 hour
range: touch
target: living creature touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
components:
V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF

description:
<p>This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, <i>atonement</i> operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). <i>Atonement</i> may be cast for one of several purposes, depending on the version selected.</p><p style="margin-left:40px"><i>Reverse Magical Alignment Change</i>: If a creature has had its alignment magically changed, <i>atonement</i> returns its alignment to its original status at no additional cost.</p><p style="margin-left:40px"><i>Restore Class</i>: A <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a>, or other class, who has lost her class features due to violating the alignment restrictions of her class may have her class features restored by this spell. </p><p style="margin-left:40px"><i>Restore <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">Cleric</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/druid">Druid</a> Spell Powers</i>: A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking <i>atonement</i> from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god’s intercession.</p><p style="margin-left:40px"><i>Redemption or Temptation</i>: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.</p><p>Though the spell description refers to evil acts, <i>atonement</i> can be used on any creature that has performed acts against its alignment, regardless of the actual alignment in question.</p><p><b>Note</b>: Normally, changing alignment is up to the player. This use of <i>atonement</i> offers a method for a character to change his or her alignment drastically, suddenly, and definitively.</p>


name: Audiovisual Hallucination
level: bard 3, magus 3, medium 2, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3
school: illusion (phantasm) [mind-affecting]
duration: concentration + 3 rounds (D)
description:
<p>This spell functions as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/auditory-hallucination/">auditory hallucination</a></i>, except that you can include the image of any object, creature, or force you imagine or identify for the targets to imagine. You can move the image while you concentrate. After you cease <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>, you can define simple movements or changes for the phantasm to perform that can be explained in 25 words or fewer.</p><p>The image disappears when struck by an opponent unless you cause the illusion to react appropriately or instruct it to do so. Its AC is equal to 10 + the level of this spell.</p>


name: Auditory Hallucination
level: bard 1, magus 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1
school: illusion (phantasm) [mind-affecting]
casting_time: 1 standard action
components: S
range: long (400 ft. + 40 ft./level)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: concentration
saving_throw: Will disbelief
spell_resistance: yes
description:
<p>You cause the targets to believe they hear any sound you imagine.</p><p>The sound can include intelligible speech. Instead of precisely imagining a sound, you can identify a sound the subjects know and they imagine it doing what you describe as you cast the spell. For example, you could cast this spell on <a href="https://www.d20pfsrd.com/races/other-races/featured-races/arg-orc">orc</a> warriors and have them imagine the sound of their chieftain calling for help, even if you’ve never heard their chieftain and even if the chieftain speaks in a language you don’t understand. All targets hear the same hallucination. You can change the sound as part of concentrating on the spell.</p>


name: Augmenting Wall
level: magus 5, sorcerer/wizard 5
school: evocation [see text]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: 20-ft.-high wall of energy whose area is up to one 10-ft. square/level
duration: 1 round/2 levels (see text)
saving_throw: none (object)
spell_resistance: no (object)
description:
<p>You create a wall of faintly shimmering elemental energy.</p><p>Upon casting this spell, choose either acid, cold, electricity, or fire.</p><p>The spell gains the chosen descriptor, and any thrown weapons or ammunition that pass through the augmenting wall as part of a ranged attack deal 1d6 points of energy damage of the specified type in addition to their normal damage. The wall has no effect on melee weapons or items not thrown as part of an attack.</p><p>As you cast the spell, you can limit the wall so that it only affects ranged weapons passing through it in the direction of your choice. Doing so halves the spell’s duration.</p>


name: Augury
level: cleric/oracle 2, psychic 2, shaman 2, witch 2
school: divination
casting_time: 1 minute
components: V, S, M (incense worth at least 25 gp), F (a set of marked sticks or bones worth at least 25 gp)
range: personal
target: you
duration: instantaneous
description:
<p>An <i>augury</i> can tell you whether a particular action will bring good or bad results for you in the immediate future.</p><p>The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the <i>augury</i> succeeds, you get one of four results:</p><ul>
<li>Weal (if the action will probably bring good results).</li>
<li>Woe (for bad results).</li>
<li>Weal and woe (for both).</li>
<li>Nothing (for actions that don’t have especially good or bad results).</li>
</ul><p>If the spell fails, you get the “nothing” result. A <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful <i>augury.</i></p><p>The <i>augury</i> can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All <i>auguries</i> cast by the same person about the same topic use the same die result as the first casting.</p>


name: Aura Alteration
level: medium 3, mesmerist 3, occultist 3, psychic 4, spiritualist 4
school: illusion
casting_time: 1 standard action
components: V, S
range: touch
target: one object or willing creature
duration: 1 day/level (D)
saving_throw: Will negates (harmless, object)
spell_resistance: yes
description:
<p>You mask and manipulate the target creature’s or object’s aura, confounding those who would attempt to discern helpful information from it using the read aura occult skill unlock or the analyze aura spell. You can change each of the following four auras with one casting of aura alteration.</p><p><b>Alignment Aura</b>: You can change the target’s apparent <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> to thwart spells that detect alignment, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a>. You can alter the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> by up to one step on each <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> axis, but can’t make the creature appear to have a diametrically opposed <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. For instance, you couldn’t make a lawful evil character appear to be chaotic or good. You can also adjust the power of the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> aura up or down in level by a number of steps equal to 1/2 your level or fewer.</p><p><b>Emotion Aura</b>: Your manipulations mask the true emotions of the target, instead depicting any combination of colors on the emotional spectrum that you wish. Creatures attempting <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a>, or <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks against the target receive no bonuses on their checks based on information gleaned from the target’s aura.</p><p><b>Health Aura</b>: You adulterate the target’s aura to mask the condition of its physical body, revealing instead a wounded status, <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> or <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> status, and conditions of your choice. You likewise mask the target’s available ki points or similar resources, manipulating its aura to suggest any number within the range normally available to the target.</p><p><b>Magic Aura</b>: You alter a creature or item’s <a class="spell" href="https://www.d20pfsrd.com/magic-aura">magic aura</a> so that it registers to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> (and spells with similar capabilities, like analyze aura) as though it were non-magical, a magic item of a kind you specify, or the subject of a spell you specify. A single casting of aura alteration is sufficient to mask all of the magic auras on the target. If an object bearing aura alteration has <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/i/identify">identify</a> cast on it or is similarly examined, the examiner recognizes the aura is false and detects the object’s actual qualities if he succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If a targeted item’s own aura is overwhelming, aura alteration can’t alter it.</p>


name: Aura Sight
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level (D)
level:
alchemist 3, cleric 3, inquisitor 4, mesmerist 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3

description:
<p>This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you. The effect is similar to that of a <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-chaos/" style="font-style: italic">detect chaos/evil/good/law</a> spell, but <i>aura sight</i> does not require <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>, and it discerns an aura’s location and power more quickly.</p><p>You know the location and power of all chaotic, evil, good, and lawful auras within your sight. An aura’s power depends on a creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> or an item’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, as noted in the description of the <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil/" style="font-style: italic">detect evil</a> spell. If an item or a creature bearing an aura is in line of sight, you can attempt a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (religion) check to determine the aura’s strength (one check per aura; DC 15 + spell level, or 15 + 1/2 <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> for a non-spell effect).</p><p>Aura sight 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 11th level or higher at a cost of 7,500 gp.</p>


name: Aura of Cannibalism
level: cleric 3, sorcerer/wizard 3, witch 3
school: necromancy [evil]
casting_time: 1 standard action
components: V, S, M (a piece of flesh from another creature of your species)
range: personal
area: 20-ft.-radius emanation centered on you
duration: 1 minute/level (D)
saving_throw: Fort negates
spell_resistance: yes
description:
<p class="description">You emanate an aura that saps the strength of others of your kind and channels their energy into you.</p><p>Each round that a creature starts its turn in the spell’s area and shares both your creature type and at least one subtype you possess (if any), that creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or take 1d4 points of damage.</p><p>You gain a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to the amount of damage you deal with this spell (maximum 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>). These <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> go away when the spell ends.</p><p>As long as you have at least 5 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> while this spell is in effect, you gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, saving throws, and skill checks. If you have 15 or more <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>, this <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> increases to +2.</p>


name: Aura of Distraction
level: psychic 2, sorcerer/wizard 2, witch 2
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V, S
area: 20-ft.-radius emanation centered on you
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You emit an aura of subsonic noise and mental imagery that makes concentrating difficult.</p><p>Any creature within the aura that fails its save takes a –5 penalty on <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks. A creature must attempt the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save upon entering the area of the aura, and the penalty ends as soon as the creature leaves the aura. A creature that succeeds at its save is immune to the effects of the aura for this casting of the spell, even if it leaves and reenters the aura, but must attempt another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save each additional time this spell is cast. You are immune to your own aura of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Distraction-Ex-">distraction</a>.</p>


name: Aura of Doom
level: cleric/oracle 4
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (powdered bone)
range: personal
area: 20-ft.-radius emanation centered on you
duration: 10 minute/level
saving_throw: Will negates
description:
<p>You emanate an almost palpable aura of horror. All non-allies within this spell’s area, or that later enter the area, must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to avoid becoming <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.</p>


name: Aura of Greater Courage
level: paladin 2
school: abjuration [emotion]
casting_time: 1 standard action
components: V, S, DF
range: personal
area: 10-ft.-radius emanation centered on you
duration: 10/minutes per level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>When you cast this spell you strengthen your <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a>‘s aura of courage. Until the end of its duration, all allies within that aura are immune to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/f/fear"><i>fear</i></a> (magical or otherwise). If you do not have the aura of courage class feature, <i>aura of greater courage</i> has no effect.</p>


name: Aura of Inviolate Ownership
level: cleric 3, inquisitor 3, paladin 3
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell wards the attended items of all creatures it targets (items held, securely fastened to their person, or in containers on their person), enhancing each creature’s grip and protecting items from loss or theft.</p><p>The DC of <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> checks to remove items warded by the spell is increased by 20, and affected creatures gain a +20 bonus to their CMDs against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuvers</a>.</p>


name: Aura of the Unremarkable
level: bard 3, medium 2, mesmerist 3, psychic 3, sorcerer/wizard 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a white feather)
range: 30 ft.
target: non-allied creatures within a 30-ft. emanation
duration: 1 minute/level (D) and instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>An <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. For example, if you and your allies are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature or its allies break the effect of the spell for that creature. When the spell ends (or when the affected creatures move outside of the range of the emanation), observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to break the effect and remember things normally.</p>


name: Authenticating Gaze
level: alchemist 1, cleric 1, inquisitor 1, occultist 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, DF/M (a miniature magnifying glass or spectacles)
range: personal
duration: 1 minute/level
description:
<p>Your understanding of the written word becomes analytical and discerning. You gain 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 +10) on <a href="https://www.d20pfsrd.com/skills/appraise">Appraise</a> checks to determine the value of books and <a class="spell" href="https://www.d20pfsrd.com/magic-items/scrolls">scrolls</a> and on <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> checks to detect forgeries, and you can attempt a <a href="https://www.d20pfsrd.com/skills/linguistics">Linguistics</a> check to detect a forged document at a glance, rather than taking the normal 1 round of examination per page. In addition, you immediately detect whether written works within 30 feet and within your line of sight have a magical aura and the strength of any such auras, as though you had concentrated on each written work for 1 round using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a>.</p>


name: Aversion
level: bard 2, druid 3, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 3, witch 3
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 day/level
saving_throw: Will partial
spell_resistance: yes
description:
<p>You plant a revulsion in the mind of the subject, causing her to avoid an object or location. You must choose a specific object or place. A location chosen in this way can be no larger than a cube measuring 50 feet on a side. The aversion is entirely in the target’s mind, so the chosen object or location itself isn’t subject to any magical effect. If the target fails her saving throw, she can’t come within 60 feet of the chosen object or place.</p><p>She makes every reasonable effort to avoid the object of the aversion, but will not put herself in danger in order to maintain the aversion. For example, if the object of the aversion is a bridge but a forest fire is closing in and will likely kill the target, she ignores the aversion and crosses the bridge to save herself.</p><p>If the target must ignore the conditions of the aversion, she is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> until she is no longer violating the aversion.</p><p>If the target succeeds at her saving throw, she is instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> while within 60 feet of the object or place, but isn’t compelled to stay away from it.</p>


name: Awaken
level: druid 5, shaman 6
school: transmutation
casting_time: 24 hours
components: V, S, M (herbs and oils worth 2,000 gp), DF
range: touch
target: animal or tree touched
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You awaken a tree or animal to human-like sentience. To succeed, you must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened). The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. If you cast <i>awaken</i> again, any previously awakened creatures remain friendly to you, but they no longer undertake tasks for you unless it is in their best interests.</p><p>An awakened tree has characteristics as if it were an <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object">animated object</a>, except that it gains the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> type and its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.</p><p>An awakened animal gets 3d6 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, +1d3 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, and +2 HD. Its type becomes <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beast</a> (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.</p><p>An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> bonus (if any). This spell does not function on an animal or plant with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> greater than 2.</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">If you cast awaken, an animal’s type changes to magical beast. Do you change its HD to d10s, increase its BAB to that of a magical beast, and gain other features of the magical beast type? It also gains two Hit Dice; are these d8s or d10s? If the animal was trained to wear barding, does it retain this ability once it is awakened? If the animal wasn’t trained to wear barding, how can the awakened creature learn how to wear armor?</p>
<p>Only the animal’s type changes to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Magical-Beast">magical beast</a>, it doesn’t gain all the mathematical benefits for this type change (think of it as a “quick rules” version of adding a template to a creature).</p>
<p>The 2 HD it gains are d8s.</p>
<p>An animal trained to wear barding can continue to do so without penalty once it is <i>awakened</i>. Once it’s <i>awakened</i>, it can either spend a feat on armor proficiency or take class levels in a class that grants armor proficiency, just like any intelligent creature.</p>
<p class="source">[<a href="http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9ncy" rel="nofollow noopener" target="_blank">Source</a>]</p>
</div>
</div><h3 style="font-size: 18px;border-bottom: thin solid"><a name="TOC-Intelligent-Animals"></a>Intelligent Animals</h3><p class="source"><b>Source</b>: <a href="http://www.amazon.com/gp/product/1601254881/ref=as_li_qf_sp_asin_il_tl?ie=UTF8&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1601254881&amp;linkCode=as2&amp;tag=httpwwwd20pfs-20" rel="nofollow noopener" target="_blank">Animal Archive</a></p><p>One of the surest ways to complicate the relationship between an adventurer and her <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> is to cast <a href="https://www.d20pfsrd.com/magic/all-spells/a/awaken" style="font-style: italic">awaken</a> on the beast. The moment the spell takes effect, an <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> ceases to be a class feature, and instead becomes a person—an NPC whose <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> has increased by 3d6 (potentially making it as smart as or smarter than the caster), and who has an increased <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> score and knows at least one spoken language.</p><p>An adventurer considering awakening his <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> should keep in mind the <i>awaken</i> spell’s potential drawbacks. Most pointedly, awakened <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> can no longer serve as companions, and the character must follow the rules for <a href="https://www.d20pfsrd.com/feats/general-feats/leadership">Leadership</a> if he wishes to take the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> as an official <a href="https://www.d20pfsrd.com/feats/general-feats/leadership">cohort</a>. Further, an intelligent <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> can be difficult to manage. After awakening, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> are predisposed to be friendly toward whoever cast the spell— in this case, presumably their masters. Yet if an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> was mistreated during its time as a companion, or is treated poorly after its awakening, that friendliness is mixed with a sense of confusion that can last anywhere from a few moments to a few hours as the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> reconciles the abuse with the great gift it’s been given. Since <i>awaken</i> is not a <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a> or mind-control spell, there’s nothing to prevent awakened <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> from resenting mistreatment in the same way a normal person of their intelligence level would, and they’re no more inclined to be automatically servile than anyone else. More than one careless <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a> has found her awakened <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> refusing to follow instructions, leaving to pursue its own goals, or even seeking vengeance for its former “enslavement.”</p><p>On the flip side, there are many advantages to awakening an <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>. If treated well, an awakened <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> may become a valuable member of an adventuring party, adding new perspective to problems and fighting alongside its friends. Awakened <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> can also make stealthy and reliable snoops (for who guards her words in front of a dog?), teach adventurers about their native environments, act as guides, and provide a valuable surprise weapon against enemies who think them mere brutes. Druids, in particular, may find awakening <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companions</a> appealing—either because they wish to become true friends with their companions, or because they would value the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a>‘ skills as allies. A devious <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a>, upon witnessing an enemy mistreating its companion, may even cast <i>awaken</i> in secret upon the beast, trusting that its natural instincts will make it turn on its oppressor.</p><p>Although the personalities of awakened <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> are as varied as those of adventurers, augmented <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> often exhibit traits hearkening back to their species. Similarly, certain types of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> may favor specific classes, battle tactics, or even weapons. The following are examples of some broad <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> groups’ commonalities.</p><div style="margin-left: 20px">
<p><b>Avians</b>: Raptors such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/eagle">eagles</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/hawk">hawks</a>, and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/owl">owls</a>—as well as more bizarre fliers—tend to develop aloof, detached personalities, while smaller individuals are often more social and high-strung. Awakened avian <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> keenly observe the world around them—often understanding it much better than their demure natures might imply— and are adept at inferring others’ desires, motives, and intentions. These intelligent flyers are shrewdly calculating and opportunistic, especially when it comes to ensuring their own survival. Awakened birds can often be found high above a fracas, coldly deciding on the best course of action, and only entering a fray when it’s in their best interest or that of their friends.</p>
<p>In combat, avian <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> enjoy taking opponents by surprise, favoring training as <a href="https://www.d20pfsrd.com/classes/core-classes/rogue">rogues</a> and ninjas, though they may also enjoy a <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bard’s</a> ability to soar above the fray and inspire with their songs and majestic screeches. In these capacities, the birds often use their winged stealth to their advantage, taking cover in trees and then striking quickly and silently. Awakened avian <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> use their natural weapons, but often with a twist—devious awakened flyers have been known to drop smoke shot, chain shot, and even bombs on unsuspecting enemies.</p>
<p><b>Land Mammals (Large)</b>: Relishing their brute size and strength, large mammals—such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/bison">bison</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/lion">lions</a>, and rhinoceroses—tend to divide along predator/prey lines. Herbivores tend to be generally docile but easily spooked or enraged, while predators are aggressive and cunning, constantly seeking social dominance. Whether they’re among cowering villagers or in a raiding party, these <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> love to tell stories of their physical prowess, and awakened large <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> tend to be the worst kind of braggadocios.</p>
<p>In combat, most large <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> gravitate toward brash, volatile tactics, becoming <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian">barbarians</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/fighter">fighters</a> who enjoy wading into battle before thinking. The exceptions are those hunters like the great <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/cat">cats</a> that rely on stealth and tracking, who are just as likely to become <a href="https://www.d20pfsrd.com/classes/core-classes/rogue">rogues</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">rangers</a> as they are to become <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian">barbarians</a>. Some large mammals, however, have been known to become <a href="https://www.d20pfsrd.com/classes/alternate-classes/samurai">samurai</a>, replacing their natural affinity for recklessness with precision and discipline.</p>
<p>Large mammals recognize the value in using their <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a>, and augment those weapons in any way they can. For a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/rhinoceros">rhinoceros</a>, that might mean sharpening its deadly horn, while a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/lion">lion</a> might tip its claws with <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> and a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/herd-animals/bison">bison</a> might overrun its enemies with spiked chainmail affixed to its chest.</p>
<p><b>Land Mammals (Small and Medium)</b>: Encompassing perhaps the widest variety of species—including creatures like <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/cat-great/cheetah">cheetahs</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/hyena">hyenas</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/horse/pony">ponies</a>, and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/weasel">weasels</a>—Small and</p>
<p>Medium mammals tend to adopt mischievous, resourceful personalities when awakened. Used to living in vast ecosystems full of larger predators, these creatures are accustomed to using any advantage they have, banding together with allies or manipulating others to serve their own designs.</p>
<p>In battle, these <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> tend to be smart and savvy, shrewd at observing situations and determining whether it would be most advantageous to fight or run. Those <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> who prefer combat to diplomacy tend to value speed and stealth, thus making <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian">barbarians</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/rogue">rogues</a> natural choices, yet the natural curiosity of many smaller <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> may also lead them to the study of magic, from wizardry to druidism, which brings their own environments under their control. These creatures tend to be opportunistic, perpetually on the lookout for interesting magic items to help augment their natural abilities.</p>
<p><b>Aquatic Animals</b>: Often as mysterious as the depths in which they live, ocean dwellers are predisposed to developing deep, philosophical personalities when awakened. The reflective natures of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/squid/giant-squid">giant squid</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/whale" rel="nofollow">whales</a>, and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/dolphin" rel="nofollow">dolphins</a> typically manifest in one of two ways: they either find majesty in nature or adopt a religion. Once awakened, aquatic <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> also tend to be the most creative and artistic group of creatures.</p>
<p>Of all awakened creatures, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> are the most likely to become <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladins</a>—or cult leaders, for that matter. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">Aquatic</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> who eschew religion may instead pursue training as <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bards</a>, or crave the intellectual stimulation of wizardry. In battle, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> prefer to rely on the gifts their personal beliefs provide, casting divine spells or weaving intricate battle songs and spells. As a rule, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> eschew combat and fight only when necessary for survival unless an enemy threatens something the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> holds sacred. Because they so dislike combat, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> rarely alter their <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a>.</p>
<p><b>Primates</b>: Perhaps the most <a href="https://www.d20pfsrd.com/races/core-races/human">human</a> in their perspectives, augmented primates such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-monkey">monkeys</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-baboon">baboons</a>, and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-gorilla">gorillas</a> tend to have a wide range of personalities. Most are highly social and communicative, though this does not always make them great allies as they form intense attachments, manipulate others, and vie for dominance. Perhaps reflecting their impulsive personalities, primates generally pursue whatever paths seem appropriate in any given moment, and are likely to multiclass, training as anything from <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian">barbarians</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/fighter">fighters</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/ranger">rangers</a>, and <a href="https://www.d20pfsrd.com/classes/core-classes/rogue">rogues</a>, to exotic callings such as gunslingers and even magi. Those smaller primates used to traveling quickly through trees make great burglars and sailors, while <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-gorilla">gorillas</a> and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-chimpanzee">chimpanzees</a> make better mercenaries and berserkers, charging into foes with terrifying force. The weapons primates wield also run the gamut. A <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-gorilla">gorilla</a> might choose an enormous <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/club">club</a>, a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-chimpanzee">chimpanzee</a> a two-handed sword that lets him take advantage of his tremendous strength, and a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/primates/primate-monkey">monkey</a> a hand crossbow or <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/blunderbuss">blunderbuss</a>.</p>
<p><b>Reptiles</b>: From the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/lizard/lizard-common">lizard</a> to the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/snake/snake-constrictor">constrictor snake</a> to the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/ankylosaurus">ankylosaurus</a>, awakened reptiles tend to be haughty and disdainful toward others. They eschew company whenever possible, preferring instead to be alone with their increasingly complex thoughts. Although their gruff exteriors can be off-putting, once an adventurer has earned an awakened reptile’s friendship, it lasts for a lifetime.</p>
<p>When they are forced to pursue a discipline, smaller reptiles favor esoteric orders and studies, perhaps becoming <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druids</a>, <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracles</a>, or even <a href="https://www.d20pfsrd.com/classes/base-classes/witch">witches</a>, while larger reptiles—such as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur">dinosaurs</a>—are often content to remain savagely effective <a href="https://www.d20pfsrd.com/classes/core-classes/barbarian">barbarians</a>. Poisonous creatures might become <a href="https://www.d20pfsrd.com/classes/core-classes/rogue">rogues</a>, ninjas, and assassins, supplementing their own poisons with those of others. Though not necessarily evil, reptiles often retain predatory streaks that can seem cruel to others, and some crave violence and the thrill of the hunt over all. In combat, as in most things, reptiles rarely show anger or passion, instead pursuing their goals with cold, emotionless drive, their expressions nearly impossible for other creatures to read.</p>
</div>


name: Awaken Construct
level: cleric 7, occultist 5, psychic 6, shaman 6, sorcerer/wizard 7
school: transmutation
casting_time: 24 hours
components: V, S, M (herbs and oils worth 2,000 gp per HD of target), DF
range: touch Target mindless construct touched
duration: instantaneous
saving_throw: Will negates
spell_resistance: no
description:
<p>You amplify the animating force of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> to more closely resemble a true soul, granting the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> humanlike sentience. To do so, you must succeed at a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check (DC = 15 + the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct’s</a> current <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>). If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct’s</a> master (if any) is present, this is an opposed <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check.</p><p>You have no special empathy or connection with a creature you awaken—it is a free-willed creature. Golems previously under another creature’s control, either as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/shield-guardian">shield guardians</a> or a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem">golem</a> crafter’s creations, break all connections with that creature.</p><p>Roll 3d6 to determine the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of the awakened <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>, and increase its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> score by 2d6. It gains feats and skill points according to its new <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score, and the skill points are assigned appropriately for its function, as determined by the GM.</p><p>An awakened <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> speaks one language that its creator spoke, plus one additional language that its creator knew per point of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct’s</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> bonus (if any). Its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> is determined by the GM, but is usually within one step of its creator’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. This spell doesn’t function on a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score.</p>


name: Awaken the Devoured
level: cleric 5, inquisitor 4, psychic 5, shaman 5, sorcerer/wizard 5, spiritualist 5, witch 5
school: divination [pain]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one daemon per 4 caster levels
duration: instantaneous and 1 round/level
saving_throw: Will partial (see text)
spell_resistance: yes
description:
<p>This spell is often used by conjurers as a method to torment <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons">daemons</a> and force compliance, for it awakens the broken, anguished memories of the countless souls that the target <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons">daemons</a> have consumed. All <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons">daemons</a> targeted by <em>awaken the devoured</em> must be within 30 feet of each other. The fragmented memories haunt and afflict the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons">daemons</a>, dealing 1d8 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d8) and making the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons">daemons</a> <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 1 round per level. A <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Daemon">daemon</a> that succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save halves the damage and negates the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/confusion">confusion</a> effect.</p>


name: Babble
level: bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature; see text
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell causes the target to break into a fit of bizarre, uncontrollable babbling. The target also becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a>. If the target succeeds at its save, the effects end. If not, the creature continues babbling and is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for the entire duration.</p><p>Creatures within 30 feet of the subject that can hear the target’s babbling must succeed at a Will save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> for as long as the babbling persists. Once a creature’s fascination ends, it can’t become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> by the same instance of babble again.</p><p>Creatures with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 2 or lower aren’t affected by this spell.</p>


name: Badger’s Ferocity
level: cleric/oracle 3, druid 3, ranger 2, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one weapon/3 levels
duration: concentration
saving_throw: Will negates (harmless)
description:
<p>This functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/k/keen-edge">keen edge</a>, except it affects multiple weapons and requires your <a href="https://www.d20pfsrd.com/magic#TOC-Duration">concentration</a>. You select the weapons to be affected, and can only affect one weapon per creature. If a creature’s weapon exceeds the spell’s range, the spell ends for that weapon.</p>


name: Balance of Suffering
level: cleric/oracle 6, inquisitor 6, occultist 6, shaman 6, spiritualist 6, warpriest 6, witch 6
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will half; see text
spell_resistance: yes; see text
description:
<p>You borrow life force from a living creature and infuse it into another living creature, potentially wreaking destruction on the former and bolstering the life of the latter.</p><p>Choose an initial target, which must be alive, and a secondary target, which must be alive or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>. The initial target is dealt a number of points of damage equal to 9d6 + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw halves the damage dealt. The target might die from damage even if it succeeds on its saving throw. If the secondary target is a living creature, it regains a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to the amount of damage taken by the initial target. If the secondary target is <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, it instead takes an amount of damage equal to that dealt to the initial target. The secondary target can halve the healing imparted or harm inflicted to it with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw (although a secondary target receiving healing can forgo this saving throw as normal). This spell is subject to the <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> of the initial target; if the secondary target is unwilling, this spell is also subject to the secondary target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>. If the spell does not penetrate the initial target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, it fizzles with no effect. If it does not penetrate the secondary target’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, the initial target is still harmed as described, but the secondary target is not healed or harmed.</p>


name: Baleful Polymorph
level: druid 5, magus 5, shaman 5, sorcerer/wizard 5, summoner 4, unchained summoner 5, witch 5
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: : Fortitude negates, Will partial, see text
spell_resistance: : yes
description:
<p>As <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/beast-shape">beast shape III</a></i>, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature, such as an aquatic creature not in water, the subject gets a +4 bonus on the save.</p><p>If the spell succeeds, the subject must also make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.</p><p>Any polymorph effects on the target are automatically <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispelled</a> when a target fails to resist the effects of <i>baleful polymorph</i>, and as long as <i>baleful polymorph</i> remains in effect, the target cannot use other polymorph spells or effects to assume a new form. <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Incorporeal">Incorporeal</a> or gaseous creatures are immune to <i>baleful polymorph</i>, and a creature with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Shapechanger">shapechanger</a> subtype can revert to its natural form as a standard action.</p>


name: Baleful Shadow Transmutation
school: illusion (shadow) [shadow]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Will disbelief, then Fort negates
spell_resistance: yes
level:
alchemist 6, bard 6, druid 7, medium 6, shaman 6, sorcerer/wizard 6, spiritualist 6, summoner 6, witch 6

description:
<p>You infuse a target’s shadow with energies from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shadow-Plane1">Shadow Plane</a>, shaping the shadow into one that appears to belong to a different creature, and tricking the target into believing it actually is that creature. When you cast this spell, choose one Huge or smaller creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> type or one Medium or Small creature of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> type. If the chosen creature is ill suited to the target’s current environment, such as an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> creature not in water, the subject gains a +4 bonus on all saving throws against baleful shadow transmutation. If the subject fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it believes that it is the chosen creature, causing it to lose 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>, lose its ability to cast spells (if it had the ability), and gain the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, special abilities, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> scores of its new form in place of its own. It retains any class features (other than spellcasting) that aren’t extraordinary, <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a>, or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>.</p><p>When the subject is first targeted by this spell, and once every 24 hours thereafter, the subject must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save in order to disbelieve this effect. If the save succeeds, the spell’s effect ends. The first time the subject fails this save, it must also attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. If it also fails this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, the subject permanently assumes the form of the chosen <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>, as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/p/polymorph">polymorph</a>. This is a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/p/polymorph">polymorph</a> effect.</p><p>Successfully disbelieving the spell returns the subject to its true form. If the subject fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save against the effects of baleful shadow transmutation, any further <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/p/polymorph">polymorph</a> effects cast on the target automatically fail.</p><p><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Incorporeal-Ex-">Incorporeal</a> or gaseous creatures are immune to baleful shadow transmutation, and a creature with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Shapechanger">shapechanger</a> subtype can revert to its natural form as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p>


name: Ball Lightning
level: bloodrager 4, druid 4, magus 4, shaman 4, sorcerer/wizard 4
school: evocation [air, electricity]
casting_time: 1 standard action
components: V, S, M/DF (a small iron ring)
range: medium (100 ft. + 10 ft./level)
effect: two or more 5-ft.-diameter spheres
duration: 1 round/level
saving_throw: Reflex negates
spell_resistance: yes
description:
<p>You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere’s course.</p><p>If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save negates the damage. Creatures wearing metal armor take a -4 penalty on this Saving Throw.</p><p>Each globe moves as long as you actively direct it (it’s a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A <i>ball lightning</i> globe winks out if it exceeds the spell’s range.</p>


name: Ban Corruption
level: cleric 5, inquisitor 4, medium 3, occultist 4, paladin 4, shaman 5
school: abjuration [good]
casting_time: 1 standard action
area: 30-ft.-radius emanation centered on you
duration: concentration plus 1 round/level, up to 1 hour/level
saving_throw: Will negates
spell_resistance: yes
components:
V, S, F (a ceremonial dagger ) 30-ft.-radius emanation centered on you concentration plus 1 round/level, up to 1 hour/level Will negates yes

description:
<p>You strip all creatures within the emanation of any gifts associated with corruptions. Abilities associated with corruptions cease to function, as if they were magically dispelled.</p><p>The corruption stains still fully affect creatures. A creature that enters the emanation and fails its saving throw loses its gifts until the spell’s duration ends, even if it leaves the emanation, but a successful saving throw renders a creature immune to the spell, even if it enters and exits the emanation several times.</p>


name: Bane
level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1
school: enchantment (compulsion) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: 50 ft.
area: 50-ft.-radius burst, centered on you
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
<p><i>Bane</i> fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. <i>Bane</i> counters and dispels <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bless">bless</a></i>.</p>


name: Banish Seeming
level: inquisitor 3, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S, M (a cold iron nail)
range: touch
duration: instantaneous and 1 round/level; see text
saving_throw: none
spell_resistance: no
description:
<p>With a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> you can dispel an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> or return a creature to its natural form. This functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a> directed at the effect in question, except you receive a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> on your dispel check and you can only dispel illusions or changes in form created by supernatural effects or spells. If multiple effects are changing the creature’s appearance, you can dispel one such effect for every four caster levels you possess, starting with the highest <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> spells and proceeding to spells with lower caster levels.</p><p>The <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> for supernatural abilities such as change shape is equal to the target creature’s Hit Dice. A creature returned to its natural form by <i>banish seeming</i> is prevented from changing its form again for a number of rounds equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p><i>Banish seeming</i> has no effect on nonmagical means of changing appearance, such as that provided by a disguise or extraordinary ability.</p>


name: Banishing Blade
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: one melee weapon
duration: 1 round/level or until discharged
saving_throw: none and Will partial (see text)
spell_resistance: yes (see text)
level:
antipaladin 4, bloodrager 4, inquisitor 5, magus 5, medium 4, paladin 4, shaman 5, sorcerer/wizard 5, spiritualist 5, summoner 5

description:
<p>You imbue a weapon with the power to drive foes back. The first time each round the weapon strikes a creature, the weapon attempts a free <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check against that creature. This does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> for the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> is equal to 1d20 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>You do not have to move to push creatures more than 5 feet with this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>. If a creature you strike has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, you must attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check to overcome its <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> the first time you strike it. If you fail, that creature is immune to the effects of this casting of banishing blade.</p><p>The first time each <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Extraplanar">extraplanar</a> creature whose <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> don’t exceed your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is driven back at least 10 feet by this spell, it must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If it fails, it is sent back to its home plane. Whether it succeeds or fails, that creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 round and banishing blade’s duration ends.</p>


name: Banishment
level: cleric/oracle 6, inquisitor 5, shaman 6, sorcerer/wizard 7, summoner 5, unchained summoner 6
school: abjuration
casting_time: 1 standard action
components: V, S, F (see text)
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>A <i>banishment</i> spell is a more powerful version of the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dismissal">dismissal</a> spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.</p><p>You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s Spell Resistance (if any), and the saving throw DC increases by 2.</p><p>Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against Spell Resistance and increasing the save DC by 4).</p>


name: Banshee Blast
level: sorcerer/wizard 6, witch 6
school: necromancy [death, fear, mind-affecting, sonic]
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped burst
duration: instantaneous and 1 round/level (see text)
saving_throw: Reflex half and Will negates (see text)
spell_resistance: yes
description:
<p>You create a cone of spectral energy resembling screaming elven <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghost">ghosts</a> that deals 1d4 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d4); a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save halves this damage. Any creature that fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save 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-Panicked">panicked</a> for 1 round/level.</p>


name: Baphomet’s Blessing
level: cleric/oracle 4, druid 4, sorcerer/wizard 4, summoner 4, witch 4
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, M/DF (powdered bull’s horn)
range: touch
target: one living creature
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You change the target’s head into that of a bull.</p><p>The creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> becomes 2, and it gains a gore melee attack that it can use as a primary or secondary attack. The gore attack uses the creature’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, and the creature gains a +2 bonus on attack and damage rolls with the gore attack.</p><p>The gore attack deals a number of points of damage equal to 1d6 + <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier if the target is Small, 1d8 + <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier if the target is Medium, and 2d6 + <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier if the target is Large or larger.</p><p>The affected creature still retains its type, class, levels, and <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a>. The creature’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, base save bonuses, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> remain unmodified. It retains all of its class features and may still cast spells, though it must do so using its newly modified <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score. Any items equipped in the creature’s head slot meld into its body. Affected items that grant passive bonuses continue to do so, though items that require activation become nonfunctional for the duration of the spell.</p><p>If the target fails to resist this spell, it also becomes immune to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/p/polymorph">polymorph</a> spells (except for this one) for the duration of the spell’s effect. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a>, or gaseous creatures are immune to this spell.</p>


name: Barbed Chains
level: antipaladin 1, bloodrager 1, cleric 1, inquisitor 1, occultist 1, shaman 1, summoner 1
school: conjuration (summoning) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a length of chain doused with fresh blood)
range: close (25 ft. + 5 ft./level)
effect: a chain sharpened at one end
duration: instantaneous
saving_throw: Will partial (see text)
spell_resistance: no
description:
<p>You <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a chain from another realm, causing it to burst out from the ground and strike a target within the spell’s range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> against the target. The chain uses your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> plus your key spellcasting ability score modifier as its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">attack bonus</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">combat maneuver bonus</a>. On a successful hit or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check, the target must attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If it fails its save, the creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1d4 rounds. You <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> effect doesn’t stack.</p>


name: Bard’s Escape
level: bard 5
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S, M (pieces of a smashed fiddle)
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You whisk yourself and willing allies out of a tight jam, or instantly transfer yourselves to another location to achieve greater strategic positioning. You can move any allies within range to any other space of your choosing within range. Those spaces need not be in line of sight or line of effect from your original position, but must be open locations on surfaces able to support the creatures teleported. Except as noted above, this spell otherwise functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door"><i>dimension door</i></a>.</p>


name: Barghest Feast
level: alchemist 3
school: transmutation [evil]
casting_time: 1 standard action
components: S
range: touch
target: creature touched
duration: 10 minutes/level; see text
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target gains the ability to absorb power from devouring a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> corpse. To use this ability, the target must feed on the corpse of one nonevil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> creature, a process that takes 1 full round per <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Die</a> the creature had and provokes <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. For every 2 rounds it feeds on the corpse in this way, the target gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, saving throws, and skill checks (to a maximum of +5).</p>


name: Barkskin
level: alchemist 2, druid 2, ranger 2, shaman 2, summoner/unchained summoner 2
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: touch
target: living creature touched
duration: 10 min./level
saving_throw: none
spell_resistance: yes (harmless)
description:
<p><i>Barkskin</i> toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.</p><p>The enhancement bonus provided by <i>barkskin</i> stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.</p>


name: Barrow Haze
level: sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: fog spreads in 20-ft. radius, 20 ft. high
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>Barrow haze creates a bank of fog similar to that created by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/f/fog-cloud">fog cloud</a>, except that the vapors are black and they have a necromantic link to you. The vapors do not interfere with your vision. Because of your link to the haze, if any part of it is within 30 feet of you, any creatures within the haze count as in range for the purpose of using any of your <a href="https://www.d20pfsrd.com/classes/base-classes/witch#TOC-Hex">hexes</a> that have a maximum range of 30 feet. For example, suppose you have the slumber hex, you are 25 feet from one edge of the haze, and an opponent is 40 feet farther away at the other extreme of the cloud. You can use your slumber hex on that opponent even though it is actually 65 feet away from you.</p>


name: Batrachian Surge
level: bloodrager 1, druid 1, inquisitor 1, ranger 1, summoner 1
school: transmutation
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round + 1 round/3 levels (D)
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>You tap into your latent amphibian strengths, unlocking a short-lived physical talent. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast <i>batrachian surge</i>, choose one of the following features to gain its associated benefits. You can have only one <i>batrachian surge</i> spell active on you at a time.</p><div style="margin-left:20px">
<p><b>Gills</b>: Your throat expands, and gill slits appear along your neck. You can breathe underwater.</p>
<p><b>Leaping</b>: Your legs elongate and become especially muscular. You are always treated as having a running start when attempting <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks to jump, and you gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks to jump equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>
<p><b>Swimming</b>: You grow a large tadpole tail, and your other limbs shrink slightly. You gain a swim speed equal to your base land speed.</p>
<p><b>Tongue</b>: Your tongue extends to the length of your body. Increase your reach by 5 feet when delivering <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spells. This increased reach doesn’t stack with any other spells or abilities that affect your reach.</p>
</div>


name: Battering Blast
level: sorcerer/wizard 3
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature or unattended object
spell_resistance: yes
description:
<p>You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object. You must succeed on a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain a second ball of force.</p><p>A creature struck by any of these is subject to a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> attempt. The force has a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a>, or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (whichever is highest). The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> for the force’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> uses your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, adding the force’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier and a +10 bonus for each additional blast directed against the same target. Each sphere of force makes its own separate <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> attempt—if multiple spheres strike one target, you make multiple <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> checks but only take the highest result to determine success. If the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> succeeds, the force pushes the creature away from you in a straight line, and the creature must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or fall <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>.</p><p>This spell pushes an unattended object struck by it 20 feet away from you, provided it weighs no more than 25 pounds per level (maximum 250 pounds). This spell cannot move creatures or objects beyond your range. Used on a door or other obstacle, the spell attempts a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check to destroy it if the sheer damage inflicted by the spell doesn’t do the job.</p>


name: Battle Trance
level: alchemist 3, antipaladin 3, cleric 4, inquisitor 3, ranger 3, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You are transformed into a single-minded force of destruction. You gain the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ferocity-Ex-">ferocity</a> monster special ability, a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a> equal to 1d6 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10), and a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on saving throws against mind-affecting effects. You cannot use the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Withdraw">withdraw action</a> or willingly move away from a creature that has attacked you.</p><p>When you use this spell, you immediately take 4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Intelligence damage</a>. You must make a DC 20 <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check to cast spells, and all other <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks to cast spells have a –5 penalty.</p>


name: Battlemind Link
level: inquisitor 4, sorcerer/wizard 6
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S
range: personal and close (25 ft. + 5 ft./2 levels)
target: you and 1 ally
duration: 1 minute/level
saving_throw: Will negates (harmless)
description:
<p>You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">initiative</a> in combat and use the higher die result before adding modifiers. This has three effects.</p><div style="margin-left:40px">
<p><b>Melee</b>: If you both make melee attacks against the same creature, you both make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and both use the higher of the two dice for your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> (plus bonuses).</p>
<p><b>Ranged</b>: If you both make ranged attacks against the same creature, you both make <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and both use the higher of the two dice for your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> (plus bonuses).</p>
<p><b>Spell</b>: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on their <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> against the spells.</p>
</div><p>You and the target lose these benefits if you cannot see each other or if you or the target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>.</p>


name: Beacon of Guilt
level: arcanist 2, bard 2, inquisitor 2, occultist 2, skald 2, sorcerer/wizard 2
school: evocation [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: one object
duration: 24 hours or until discharged, then instantaneous
saving_throw: Will negates (object); see text
spell_resistance: yes
description:
<p>You place an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> ward upon an object that is triggered the first time a creature tries to move the object from its current location. The next creature to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> the object is cursed to become obvious to everyone around it. The creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or be surrounded in an aura of twinkling red light that functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/faerie-fire">faerie fire</a> (<a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> applies). The curse bestowed by this spell cannot be dispelled, but a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment">break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse">remove curse</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a> spell can remove it.</p>


name: Beacon of Luck
level: bard 3, cleric/oracle 3, inquisitor 4, paladin 4
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a tuft of rabbit fur)
range: personal; see text
target: you
duration: 1 minute/level (D)
description:
<p>You send out a burst of luck with a 30-foot radius centered around you. While the beacon of luck is in effect, you gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on all saving throws. As an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> before a saving throw is made, allies within the area can choose to benefit from this luck, rolling twice for a saving throw and taking the better result. Once a creature benefits from the beacon of luck in this way, it cannot gain the benefit of this spell for 24 hours.</p>


name: Beanstalk
level: sorcerer/wizard 4, summoner 4, witch 4
school: conjuration (creation)
casting_time: 1 minute
components: V, S, M (a small handful of beans)
range: 0 ft. (see text)
effect: a 5-foot-radius beanstalk that grows to a height of 50 ft./ caster level
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
<p>When casting this spell, you must plant the material <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> in soil. When you do, at the end of casting, a large beanstalk rises up from the ground. It’s strong enough to support Huge or smaller creatures weighing no more than 2,000 pounds total, and has enough handholds and footholds that it can be climbed as if it were knotted <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Rope">rope</a> (<a href="https://www.d20pfsrd.com/skills/climb">Climb</a> DC 5). At the end of the spell’s duration, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost.</p>


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

description:
<p>The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, which adds the usual benefits to hit points, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saves, Constitution checks, and so forth. <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Points-hp-">Hit points</a> gained by a temporary increase in Constitution score are not <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Temporary-Hit-Points">temporary hit points</a>. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.</p><p><a name="mass"></a></p><p><a name="mass"></a><b>Bear’s Endurance, Mass</b></p><div style="margin-left: 40px">
<p><b>School</b> <a href="https://www.d20pfsrd.com/magic#TOC-Transmutation">transmutation</a>; <b>Level</b> <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric/">cleric/oracle</a> 6, <a href="https://www.d20pfsrd.com/classes/core-classes/druid">druid</a> 6, <a href="https://www.d20pfsrd.com/classes/base-classes/magus">magus</a> 6, <a href="https://www.d20pfsrd.com/classes/occult-classes/psychic/">psychic</a> 6, <a href="https://www.d20pfsrd.com/classes/hybrid-classes/shaman">shaman</a> 6, <a href="https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard/">sorcerer/wizard</a> 6, <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner</a> 4, <a href="https://www.d20pfsrd.com/classes/unchained-classes/summoner-unchained">unchained summoner</a> 6</p>
<p class="divider">EFFECT</p>
<p><b>Range</b> close (25 ft. + 5 ft./2 levels)<br/> <b>Targets</b> one creature/level, no two of which can be more than 30 ft. apart</p>
<p class="divider">DESCRIPTION</p>
<p><i>Mass bear’s endurance</i> works like <i>bear’s endurance</i>, except that it affects multiple creatures.</p>
</div>


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


name: Beastspeak
level: druid 2, shaman 2, witch 2
school: divination
casting_time: 1 standard action
components: S, DF
range: personal
target: you
duration: 10 minutes/level
description:
<p>When you’re in the form of an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> (such as when you are using <a href="https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Shape-Su-">wild shape</a> or are affected by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/p/polymorph">polymorph</a> effect), you can speak normally, including when you cast spells with verbal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>, and you sound like your normal self when you speak. You can cast this spell while in animal form, using <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a>-appropriate somatic <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a>.</p>


name: Bed of Iron
level: inquisitor 1, magus 1, paladin 1, sorcerer/wizard 1
school: necromancy
casting_time: 1 standard action
components: V, S, M (a feather or swatch of soft fabric)
range: touch
target: one creature touched/level
duration: 8 hours
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>This spell makes even the clunkiest armor feel soft as silk to the wearer.</p><p>The subjects of this spell are able to sleep comfortably in medium or heavy armor without suffering from <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigue</a> the following day.</p>


name: Befuddled Combatant
level: arcanist 5, bard 5, mesmerist 5, psychic 5, shaman 5, skald 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [curse, mind-affecting]
casting_time: 1 standard action
components: V, S, M (cooked noodles)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>As a way to befuddle your target, you fill its mind with all manner of swirling images as well as baffling and incoherent thoughts, making the target an ineffective combatant and rendering its spellcasting and other such abilities much more feeble.</p><p>For the spell’s duration, the DCs of all of the target’s spells, <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> abilities, and <a href="https://www.d20pfsrd.com/magic#TOC-Extraordinary-Abilities-Ex-">extraordinary abilities</a> are reduced by 4. Any of its attacks that would deal hit point damage, including its melee and ranged physical attacks, deal minimum damage for the duration of this spell.</p><p>This curse applies only to effects created by the creature while this spell is actively affecting the target; applying or removing this curse doesn’t alter the ongoing damage of effects previously created by the target (such as an <a href="https://www.d20pfsrd.com/magic/all-spells/i/incendiary-cloud" style="font-style: italic">incendiary cloud</a> spell that was cast before the target became affected by this spell).</p>


name: Beguiling Gift
level: bard 1, psychic 1, witch 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, F (the object to be offered)
range: 5 ft.
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a <a href="https://www.d20pfsrd.com/magic-items/potions">potion</a> consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell’s duration has expired, although it may find a cursed item difficult to be rid of.</p>


name: Beloved of the Forge
level: alchemist 2, bard 2, cleric 2, shaman 2
school: divination
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 hour/level
description:
<p>You gain an innate sense of the direction to your home or to the place where you last attempted a <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> check, whichever you choose when you cast the spell. You gain a +10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks made to find your way back to the chosen place.</p><p>While under the effects of this spell, items in your possession gain a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> on saving throws against spells and effects, and you gain a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> on <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> checks to create or repair objects with <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> skills in which you are trained.</p>


name: Bereave
level: bard 3, cleric 4, mesmerist 3, psychic 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a broken chain link)
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>An overwhelming feeling of loss overcomes the targets, and their allies’ words sound bleak and hollow. Regardless of actual allegiances, affected creatures no longer count as allies for other creatures and always count as enemies for the purposes of abilities, effects, and spells that differentiate between allies and enemies, such as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> or spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bane">bane</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bless">bless</a>.</p><p>Allies of an affected creature must succeed at a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to affect the subject with <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spells, and an affected creature cannot voluntarily fail a saving throw even if the effect is harmless (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/c/cure-light-wounds">cure light wounds</a>). An affected creature still counts as her own ally and can target herself with abilities, effects, and spells normally.</p>


name: Bestow Auras
level: antipaladin 3, paladin 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes
description:
<p>You transfer one or more of your <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a> or <a href="https://www.d20pfsrd.com/classes/alternate-classes/antipaladin">antipaladin</a> auras (such as aura of courage and <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Aura-of-Resolve-Su-">aura of resolve</a>) to another creature. You retain the personal effect of that aura, but the target becomes the center of the aura effect instead of you. For example, if you transfer your aura of courage, you remain immune to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a>, but the target becomes the center of the aura that grants a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on saves against fear effects. If an aura functions only when you are conscious, the transferred aura functions only when the target is conscious. If an aura functions only when you expend uses of another ability (such as with aura of justice or aura of vengeance), the transferred aura functions only if the target has that other ability and expends uses of it to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Activate-Magic-Item">activate</a> the aura.</p><p>You cannot transfer an aura that affects only you (such as aura of good).</p>


name: Bestow Curse
level: antipaladin 3, bloodrager 4, cleric/oracle 3, shaman 3, sorcerer/wizard 4, spiritualist 3, witch 3
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You place a curse on the subject. Choose one of the following.</p><ul>
<li>-6 decrease to an ability score (minimum 1).</li>
<li>-4 penalty on attack rolls, saves, ability checks, and skill checks.</li>
<li>Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.</li>
</ul><p>You may also invent your own curse, but it should be no more powerful than those described above.</p><p>The curse bestowed by this spell cannot be dispelled, but it can be removed with a <a href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment" style="font-style: italic">break enchantment</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish/" style="font-style: italic">limited wish</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/b/m/miracle" style="font-style: italic">miracle</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/b/r/remove-curse" style="font-style: italic">remove curse</a>, or <a href="https://www.d20pfsrd.com/magic/all-spells/b/w/wish" style="font-style: italic">wish</a> spell.</p><p><i>Bestow curse</i> counters <a href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse/" style="font-style: italic">remove curse</a>.</p><div style="margin-left: 20px">


name: Bestow Grace
level: paladin 2
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 minute/level
saving_throw: Will (harmless)
spell_resistance: yes (harmless)
description:
<p>With this spell you can bestow your divine grace on another <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> creature for a short amount of time, infusing that creature with a portion of your holy virtue. When you touch the subject, you grant that creature a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> equal to its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus (if any) on all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>.</p>


name: Bestow Grace of the Champion
level: cleric/oracle 7, paladin 4
school: transmutation [good, law]
casting_time: 1 standard action
components: V, S, DF
range: touch
target: lawful good creature touched
duration: 1 round/level (see text)
saving_throw: yes (harmless)
description:
<p>You channel the power of good and law into the target, temporarily giving it powers similar to those of a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a>. The target gains the ability to use <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a> at will as a <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>, <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#TOC-Diseases">disease</a> (suppressing any diseases currently affecting it), 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> (ending any fear effects currently affecting it); can <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Lay-On-Hands-Su-">lay on hands</a> (on itself only) once as a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a> of 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>; and can <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Smite-Evil-Su-">smite evil</a> once as a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a> of 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. It adds its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus to all its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a>. It can use spell completion, spell trigger, or other magic items that require the ability to cast spells as a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a>. Any abilities not used by the time the spell expires are lost. This spell has no effect if cast on a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a>.</p>


name: Bestow Insight
level: bard 2, cleric 3, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment (compulsion)
casting_time: 1 standard action
components: V, S
range: touch
target: one creature touched
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>When casting this spell, choose a single <a href="https://www.d20pfsrd.com/skills/">skill</a> that you have at least one rank in. The target gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> on skill checks with this skill and is considered trained in that skill. The <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Insight-Bonus">insight bonus</a> increases by 1 for every four levels of the caster (maximum +6). Furthermore, once before the spell’s duration, the target can choose to roll two checks and take the greater result. Doing so ends the spell’s other effects.</p>


name: Bestow Planar Infusion I
school: evocation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Fort negates (harmless)
spell_resistance: yes
level:
cleric 1, inquisitor 1, magus 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1, summoner 1, witch 1

description:
<p>This spell draws upon the latent planar energy of the caster’s surroundings, allowing her to temporarily infuse a creature with the plane’s power. The touched creature gains that plane’s basic infusion for the spell’s duration. This spell has no effect if cast on the Material Plane, and it ends as soon as the spell’s target leaves the plane with which it has been infused. Details on planar infusions can be found in each plane’s Infusion section.</p><p>Once a creature gains the benefits of bestow planar infusion I, it remains attuned to that plane for 24 hours. Additional castings of bestow planar infusion I during this time bestow the same infusion that was granted by the initial casting that day. Planar infusions that can be used a limited number of times per day are not refreshed by multiple castings of bestow planar infusion I.</p><div style="margin-left: 20px">


name: Bestow Weapon Proficiency
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 2, antipaladin 2, cleric 2, inquisitor 2, magus 2, paladin 2, psychic 2, sorcerer/wizard 2, witch 2

description:
<p>You bestow the subject with the ability to use a single type of weapon he is not proficient in as if he were proficient with that weapon. The weapon can be of any type, including an exotic weapon, but the subject of the spell must be holding the weapon.</p>


name: Betraying Sting
level: cleric 6, occultist 6, psychic 6, shaman 6, witch 6
school: evocation
casting_time: 1 standard action
components: V
range: long (400 ft. + 40 ft./level)
target: one creature
duration: instantaneous
saving_throw: Will partial
spell_resistance: yes
description:
<p>You unleash divine power to smite those who wrongly trusted you. The power takes the form of a yellow-and-black bolt of energy that makes the sound of a thousand angry, swarming wasps. This spell affects only creatures that have an attitude toward you of indifferent, friendly, or helpful. The spell deals 1d8 points of damage per 2 caster levels you have.</p>


name: Billowing Skirt
level: bard 2, inquisitor 2, occultist 2, shaman 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, F (a skirt, kilt , or gown)
range: personal
target: you
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>A skirt, <a href="https://www.d20pfsrd.com/equipment/goods-and-services/containers-bags-boxes-more#TOC-Kilt">kilt</a>, or gown you are wearing enables you to control your falls through the air. A creature wearing the enchanted item of clothing falls slowly as if affected by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/feather-fall">feather fall</a> and can attempt a DC 15 <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> skill check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to hover in place for 1 round.</p>


name: Bilocation
level: psychic 8, sorcerer/wizard 9
school: conjuration (creation)
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
effect: one duplicate
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>The spell creates an identical copy of you, along with everything you wear and carry, anywhere you choose within range; you exist in two places at once until the spell ends. You and the duplicate use the same statistics and share the same resources.</p><p>If the duplicate takes damage, for example, you deduct the damage from your hit point total. Similarly, if your duplicate expends a charge or daily use from a magic item you both wield, the charge or daily use is expended from the item you carry. If you or the duplicate drops or gives away something you’re carrying, the item disappears from the other body as well. This spell doesn’t duplicate artifacts; any you possess remain on you.</p><p>You perceive sensory information from your body and that of your duplicate simultaneously. The spell enables you to process the sensations so you don’t find them disorienting.</p><p>When you take any action, you choose which of your bodies performs the action, but both bodies share the same pool of actions. For instance, if you take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to cast a spell, You can use either body as the point of origin, but the other body can’t also take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> that round. Likewise, if your duplicate takes a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, you couldn’t take a standard or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. Both bodies can take any number of free actions as usual; for example, both bodies could say different things or each drop a different item. If either body doesn’t move during the round, that body can either take a 5-foot step or move your speed once as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>.</p><p>The two bodies are affected by attacks, spells, and effects as though they were one person, taking the worse effect when applicable (for example, if the bodies would be subject to differing effects due to being at different ranges). If both bodies are in the area of the same <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/f/fireball">fireball</a>, you would attempt the saving throw only once and take the damage only once. If one body is targeted by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/h/hold-person">hold person</a>, both would become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> on a failed save.</p><p>Both bodies count as a single creature for effects that target a specific number of creatures, and they can’t be chosen more than once for such effects. You do count your other body as another creature for most combat effects, such as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanking</a> or determining <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a>. However, you don’t count as two unique creatures for the purposes of teamwork feats or effects you use that can target only creatures other than yourself.</p><p>Any magical effect with a duration affecting you has its duration halved while you’re bilocating. For example, the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/h/hold-person">hold person</a> spell mentioned above would lose 2 rounds’ worth of duration per round until your duplicate disappeared.</p><p>If you were under an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/e/eagle-s-splendor">eagle’s splendor</a> effect that had 1 minute remaining when you cast bilocation, the effect would end after 5 rounds instead of 10. An effect shortened in this way lasts a minimum of 1 round total, and if an effect that lasts an odd number of rounds has 1 round remaining, it has its full effect on both of your bodies for that round.</p><p>When the spell ends, you decide whether you or your duplicate disappears. If you disappear, you become your duplicate. If you are carrying artifacts when you do this, they transfer with your consciousness.</p>


name: Bind Sage
level: occultist 5, psychic 5, shaman 5, sorcerer/wizard 4, summoner 4, witch 5
school: conjuration (calling)
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels); see text
target: one caulborn
saving_throw: Will negates
spell_resistance: no and yes; see text
description:
<p>This variant of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/p/planar-binding">planar binding</a> is specifically used to call one of the most knowledgeable types of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a>: the immortal and prophetic <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/caulborn">caulborn</a>. This spell calls a single <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/caulborn">caulborn</a> into a specially prepared trap. The caster of this spell can compel a bound caulborn only to provide information (using its <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> skills or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a>); attempts to compel the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/caulborn">caulborn</a> to fight, guard a location, or perform some other task automatically fail. This spell otherwise functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/p/planar-binding">planar binding</a>. The most effective gifts for a caulborn are unique books or intelligent creatures upon whose thoughts the caulborn can feed. The true names of caulborn are nearly impossible to discover, as they are not inherently individualistic.</p>


name: Binding
level: sorcerer/wizard 8, summoner 6
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 minute
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: see text (D)
saving_throw: Will negates; see text
spell_resistance: yes
components:
V, S, M (opals worth 500 gp per HD of the target creature, plus other components as specified below)

description:
<p>A <i>binding</i> spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least half your caster level.</p><p>You may have as many as six assistants help you with the spell. For each assistant who casts <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a>, your caster level for this casting of <i>binding</i> increases by 1. For each assistant who casts <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-animal">dominate animal</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-person">dominate person</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-monster">dominate monster</a>, your caster level for this casting of <i>binding</i> increases by a number equal to a third of that assistant’s level, provided that the spell’s target is appropriate for a <i>binding</i> spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the <i>binding</i> spell, saving throws and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw and how long the <i>binding</i> lasts. All <i>binding</i> spells are dismissible.</p><p>Regardless of the version of <i>binding</i> you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.</p><p>If you cast any of the first three versions of <i>binding</i> (those with limited durations), you may cast additional <i>binding</i> spells to prolong the effect, overlapping the durations. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature’s save succeeds, all <i>binding</i> spells it has received are broken.</p><p>The <i>binding</i> spell has six versions. Choose one of the following versions when you cast the spell.</p><p style="margin-left:40px"><i>Chaining</i>: The subject is confined by restraints that generate an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antipathy">antipathy</a> spell affecting all creatures who approach the subject, except you. The duration is 1 year per caster level. The subject of this form of <i>binding</i> is confined to the spot it occupied when it received the spell. Casting this version requires a chain that is long enough to wrap around the creature three times.</p><p style="margin-left:40px"><i>Slumber</i>: This version causes the subject to become comatose for as long as 1 year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of <i>binding</i> is slightly easier to resist. Reduce the spell’s save DC by 1. Casting this version requires a jar of sand or rose petals. This is a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/s/sleep">sleep</a> effect.</p><p style="margin-left:40px"><i>Bound Slumber</i>: This combination of chaining and slumber lasts for as long as 1 month per caster level. Reduce the save DC by 2. Casting this version requires both a long chain and a jar of sand or rose petals. This is a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/s/sleep">sleep</a> effect.</p><p style="margin-left:40px"><i>Hedged Prison</i>: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. This effect is permanent. Reduce the save DC by 3. Casting this version requires a tiny golden cage worth 100 gp that is consumed when the spell is cast.</p><p style="margin-left:40px"><i>Metamorphosis</i>: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The <i>binding</i> is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.</p><p style="margin-left:40px"><i>Minimus Containment</i>: The subject is shrunk to a height of 1 inch or less and held within some gem, jar, or similar object. The <i>binding</i> is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.</p><p>You can’t dispel a <i>binding</i> spell with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> or a similar effect, though an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mage-s-disjunction">mage’s disjunction</a> affects it normally. A bound extraplanar creature cannot be sent back to its home plane by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dismissal">dismissal</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/banishment">banishment</a>, or a similar effect.</p>


name: Binding Earth
level: druid 2, witch 2
school: transmutation [earth]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature or unattended object (see text)
duration: 1 round/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>If the target of this spell fails its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, areas of earth and stone floor act as a snapping quagmire that pulls the target down and damages it if it attempts to move through such terrain.</p><p>If the target is a creature, it treats all areas of earth and stone it moves through as difficult terrain. Furthermore, for each 5 feet a creature moves through such areas, it takes 1d6 points of damage. Creatures with a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> speed or the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Earth-Glide-Ex-">earth glide</a> ability are unaffected by binding earth.</p><p>If cast on an unattended object resting on an area of stone or earth, the stone or earth warps and wraps around it, pulling it firmly to the ground. A DC 15 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check is required to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Pull-Ex-">pull</a> the object free from snapping earth or stone.</p><div style="margin-left:40px">


name: Bit of Luck
level: alchemist 4, bard 3, cleric 4, psychic 4, shaman 4, sorcerer/wizard 4, witch 4
school: evocation
casting_time: 1 standard action
components: V, S, M (a four-leaf clover)
range: personal
target: you
duration: 10 minutes/level
description:
<p>For the spell’s duration, the caster gains a reservoir of luck with a total number of points equal to 1 point per 2 caster levels.</p><p>During the spell’s duration, the caster can spend 1 point from this reservoir when making an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> or skill check to add a +1d8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> to the d20 roll’s result. This bonus can be added before or after the roll or check’s result is revealed, and if this bonus is large enough to turn a failure into a success, the roll succeeds. The spell instantly ends when all points are expended or when it is cast on the target again.</p><p>An 8th-level caster can instead spend 4 points to add a +2d8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a>, and a 16th-level caster can spend 8 luck points to instead add a +3d8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a>.</p>


name: Bite the Hand
level: druid 3, inquisitor 3, sorcerer/wizard 4, summoner 3, witch 4
school: enchantment (compulsion)
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one creature summoned by a spell or spell-like ability
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>With a short command and a wave of the hand, you compel the target creature to attack the being who summoned it, to the best of its ability. If the being who summoned it is not present, the creature acts normally according to its last task or instructions. This spell has no effect on called creatures, summoned creatures not brought forth by spells or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> (such as a <a href="https://www.d20pfsrd.com/classes/base-classes/summoner">summoner’s</a> <a href="https://www.d20pfsrd.com/classes/base-classes/summoner#TOC-Eidolon">eidolon</a>), or bonded creatures not explicitly summoned, such as a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin’s</a> mount or <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard’s</a> familiar.</p><div style="margin-left:40px">


name: Biting Words
level: bard 1, bloodrager 1
school: evocation [language-dependent, sonic]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>Your voice becomes suffused with magic so that you can harm your opponents with but a word. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can target one opponent within 30 feet with a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> by speaking to it, dealing an amount of damage equal to 1d6 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier, whichever is higher. The damage dealt is bludgeoning, piercing, and slashing damage and can be reduced by <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>. Each attack you make reduces the spell’s remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.</p><p>You can attack with biting words by shouting instead of speaking intelligibly. When doing so, the amount of damage dealt by the attack is reduced to 1d4 + 1/2 your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier (whichever is higher), but the spell doesn’t count as having the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Language-Dependent">language-dependent descriptor</a> for that attack.</p>


name: Black Mark
level: druid 7, witch 7
school: necromancy [curse, fear]
casting_time: 1 standard action
components: V, S, M (a flask of seawater)
range: touch
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You mark the target with a black marking on its skin; the mark’s exact appearance determined by you, but can be no larger than your hand. The black mark functions as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/m/mark-of-justice">mark of justice</a>, and when the mark is activated, the target becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> anytime it is on or in the water more than a 5 feet from shore. In addition, as long as the black mark is active, the target is affected as if subject to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/n/nature-s-exile">nature’s exile</a>, but all creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> or water subtype or with a swim speed are made hostile, even those not of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> type, though non-<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aquatic">aquatic</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> are not.</p>


name: Black Spot
level: cleric 4, sorcerer/wizard 5, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>The black spot is a specific and feared pirate curse. An intangible, illusory black spot manifests above the target’s head and remains until the target dies or the curse is lifted. The black spot cannot be covered or hidden by any means, including other illusions. The black spot radiates a cursed aura in a 10-foot radius around its target. Anyone within the aura gains a +2 bonus on weapon attack and damage rolls against the target. In addition, the target has a –4 penalty on saving throws against death effects.</p><p>Every day in which a creature bears a black spot, it must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. On a failed save, the creature takes 1 point of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Constitution damage</a>. The damage cannot be healed until the black spot is removed. If the creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> reaches 0, it dies. Pirates killed by this spell often return as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghost">ghosts</a>, but that is not a direct effect of this spell.</p><p>The black spot cannot be dispelled, but it can be removed with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment">break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/m/miracle">miracle</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/r/remove-curse">remove curse</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/w/wish">wish</a>.</p>


name: Black Tentacles
level: bloodrager 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (octopus or squid tentacle)
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius spread
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell causes a field of rubbery black tentacles to appear, <a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Burrow">burrow</a>ing up from the floor and reaching for any creature in the area.</p><p>Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that <i>black tentacles</i> is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus" rel="nofollow">CMB</a>, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-" rel="nofollow">Strength</a> and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.</p><p>If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled" rel="nofollow">grappled</a> condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The <i>black tentacles</i> spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that <i>black tentacles </i>succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus" rel="nofollow">CMD</a> of <i>black tentacles</i>, for the purposes of escaping the grapple, is equal to 10 + its CMB.</p><p>The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.</p><div style="margin-left: 20px">


name: Blacklight(3.5E)
level: darkness 3, sorcerer/wizard 3
school: evocation [darkness]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation
duration: 1 round/level (D)
saving_throw: Will negates or none (object)
spell_resistance: yes or no (object)
description:
<p>You create an area of total darkness. The darkness is impenetrable even to darkvision, but you can see normally within it. Creatures outside the spell’s area, even you, cannot see through it.</p><p>You can cast the spell on a point in space, but the effect is stationary unless cast on a mobile object. You can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.</p><p>Blacklight counters or dispels any light spell of equal or lower level. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daylight"><i>Daylight</i></a> counters or dispels blacklight.</p>


name: Blade Barrier
level: cleric/oracle 6, inquisitor 6
school: evocation [force]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 min./level (D)
saving_throw: Reflex half or Reflex negates; see text
spell_resistance: yes
effect:
wall of whirling blades up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form is 20 ft. high

description:
<p>An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a <a href="//gamemastering-final/combat-final#TOC-Reflex" rel="nofollow">Reflex</a> save for half damage.</p><p>If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful <a href="//gamemastering-final/combat-final#TOC-Reflex" rel="nofollow">Reflex</a> save.</p><p>A <i>blade barrier</i> provides cover (+4 bonus to <a href="//gamemastering-final/combat-final#TOC-Armor-Class" rel="nofollow">AC</a>, +2 bonus on <a href="//gamemastering-final/combat-final#TOC-Reflex" rel="nofollow">Reflex</a> saves) against attacks made through it.</p>


name: Blade Lash
level: bloodrager 1, magus 1
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: your melee weapon
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>Your weapon elongates and becomes whip-like. As part of casting this spell, you can use this weapon to attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> against one creature within 20 feet, and you gain a +10 bonus on your roll, after which the weapon returns to its previous form.</p>


name: Blade Snare
level: druid 3, magus 3, ranger 3, sorcerer/wizard 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p>This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted. When you are hit with a melee attack, attempt a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against your opponent’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>. If your check succeeds, your opponent’s attacking weapon or body part becomes caught in the field, as if magically affixed to your body. If your check fails, your opponent may retract its weapon.</p><p>If your opponent’s melee weapon becomes trapped in the field, the opponent may release the weapon and move away from you. If your opponent attacked with a part of its body (such as a fist, a horn, a tail, etc.) or it attacked with a weapon but refuses to release it, your opponent gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition. Because you are not using any part of your body to maintain control over your opponent, you do not gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition.</p><p>Once an opponent’s weapon is snared, you may attempt a new <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against that opponent’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> on each of your subsequent turns to maintain the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a>. This is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, during which you may make any of the usual <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grappling</a> actions, but if you choose to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned">pin</a> the opponent, you gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled">grappled</a> condition as well. On your opponent’s turn, it may try to retract its weapon or limb by attempting a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check or <a href="https://www.d20pfsrd.com/skills/escape-artist">Escape Artist</a> check, the DC of which is equal to the spell’s saving throw.</p><p>While blade <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/s/snare">snare</a> is active, you may make melee attacks and cast spells as normal, though you may not make ranged weapon attacks; the magic field thwarts such attacks. You may not <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/s/snare">snare</a> more than one limb or weapon in the field at a time. If you already have an opponent’s weapon or limb stuck in the field and you are hit by a second melee attack, you must choose which weapon or limb to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/s/snare">snare</a>. The other limb or weapon is unaffected by the spell.</p>


name: Blade Tutor’s Spirit
level: antipaladin 2, magus 1, paladin 2, sorcerer/wizard 2, summoner 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>You summon an insubstantial spirit of force that resembles a cloudy vapor hovering around your fists or any melee weapons you wield. The spirit compensates for your defensive or reckless melee attacks, nudging your weapons in the proper direction.</p><p>When you voluntarily use one or more actions or feats that apply penalties to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> with your melee weapons (such as a charge, fighting defensively, or using the <a href="https://www.d20pfsrd.com/feats/combat-feats/power-attack-combat">Power Attack</a> feat), the spirit reduces the total penalty on affected attacks by 1 (to a minimum penalty of 0). The penalty is reduced by an additional 1 for every 5 caster levels you possess (to a minimum penalty of 0). Only penalties incurred by voluntary use of feats or maneuvers are reduced by this spell.</p><p>The spirit can’t be attacked or harmed by physical attacks, but <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/disintegrate">disintegrate</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a>, a <a href="https://www.d20pfsrd.com/magic-items/rods/rod-of-cancellation"><i>rod of cancellation</i></a>, or a <a href="https://www.d20pfsrd.com/magic-items/artifacts/minor-artifacts/sphere-of-annihilation"><i>sphere of annihilation</i></a> can affect it. A protective spirit’s AC against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> attacks is equal to 10 + your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> modifier.</p>


name: Blade of Bright Victory
level: paladin 3
school: transmutation [good]
casting_time: 1 standard action
range: touch
target: your paladin bonded weapon
duration: 1 minute/level
saving_throw: Will negates (harmless)
description:
<p>You strengthen the bond between your <a href="https://www.d20pfsrd.com/classes/core-classes/paladin#TOC-Divine-Bond-Sp-">divine bond</a> weapon and its celestial spirit. The weapon gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Ghost-Touch">ghost touch</a> property. You may change your weapon’s damage type (bludgeoning, piercing, slashing) as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. You gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sunder</a> attacks directed at your bonded weapon; this bonus is equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Blade of Dark Triumph
level: antipaladin 3
school: transmutation [evil]
casting_time: 1 standard action
range: touch
target: your fiendish boon weapon
duration: 1 minute/level
saving_throw: Will negates (harmless)
description:
<p>You strengthen the bond between your <a href="https://www.d20pfsrd.com/classes/alternate-classes/antipaladin#TOC-Fiendish-Boon-Sp-">fiendish boon</a> weapon and its unholy spirit. The weapon gains the <a class="spell" href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Ghost-Touch">ghost touch</a> property. You may change your weapon’s damage type (bludgeoning, piercing, slashing) as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>. You gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> to your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sunder</a> attacks directed at your boon weapon; this bonus is equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Blade of Light
level: cleric 4, inquisitor 4, paladin 4
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: touch
target: one melee weapon
duration: 1 round/level
saving_throw: none
spell_resistance: no
description:
<p class="desciption">This spell infuses a weapon with pure sunlight (the weapon need not be a bladed weapon).</p><p>A weapon enhanced by this spell sheds light as if <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daylight">daylight</a> had been cast on it. It functions as a magic and good weapon for the purposes of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p><p>The weapon grants a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> against <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> and deals +1d6 points of damage on a successful hit against such foes; against <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, it functions as if it had the <a class="magic-item" href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/ghost-touch">ghost touch</a> weapon special ability. The weapon automatically confirms critical hits against foes that are vulnerable to sunlight.</p>


name: Bladed Dash
level: bard 2, magus 2, skald 2
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: instantaneous
description:
<p>When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. You may make a single melee attack at your highest <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a> against any one creature you are adjacent to at any point along this 30 feet. You gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon.</p><div style="margin-left: 40px">


name: Blasphemy
level: cleric/oracle 7, inquisitor 6
school: evocation [evil, sonic]
casting_time: 1 standard action
components: V
range: 40 ft.
area: nonevil creatures in a 40-ft.-radius spread centered on you
duration: instantaneous
saving_throw: Will partial
spell_resistance: yes
description:
<p>Any nonevil creature within the area of a <i>blasphemy</i> spell suffers the following ill effects:</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="source text">HD</th>
<th class="text">Effect</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Equal to caster level</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">Dazed</a></td>
</tr>
<tr>
<td class="text">Up to caster level -1</td>
<td class="text">Weakened, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a></td>
</tr>
<tr>
<td class="text">Up to caster level -5</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">Paralyzed</a>, weakened, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a></td>
</tr>
<tr>
<td class="text">Up to caster level -10</td>
<td class="text">Killed, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a>, weakened, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a></td>
</tr>
</tbody>
</table><p>The effects are cumulative and concurrent. A successful <a href="https://www.d20pfsrd.com/gamemastering-final/combat-final#TOC-Will" rel="nofollow">Will</a> save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.</p><p style="margin-left:40px"><b><i>Dazed</i></b>: The creature can take no actions for 1 round, though it defends itself normally. Save negates.</p><p style="margin-left:40px"><b><i>Weakened</i></b>: The creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-" rel="nofollow">Strength</a> score decreases by 2d6 points for 2d4 rounds. Save for half.</p><p style="margin-left:40px"><b><i>Paralyzed</i></b>: The creature is paralyzed and <a href="https://www.d20pfsrd.com/gamemastering-final/conditions-final#TOC-Helpless" rel="nofollow">helpless</a> for 1d10 minutes. Save reduces the <a href="https://www.d20pfsrd.com/gamemastering-final/conditions-final#TOC-Paralyzed" rel="nofollow">paralyzed</a> effect to 1 round.</p><p style="margin-left:40px"><b><i>Killed</i></b>: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).</p><p>Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the <i>blasphemy</i> or not<i>.</i> The banishment effect allows a <a href="https://www.d20pfsrd.com/gamemastering-final/combat-final#TOC-Will" rel="nofollow">Will</a> save (at a -4 penalty) to negate.</p><p>Creatures whose Hit Dice exceed your caster level are unaffected by <i>blasphemy.</i></p>


