# spell

name: Corpse Lanterns
level: sorcerer/wizard 2, witch 2
school: necromancy [light]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: up to 4 lights, all within a 10-ft.-radius area
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dancing-lights">dancing lights</a>, except it summons up to four spheres of light, each of which glows a sickly pale green. These corpse lanterns shed dim light in a 20-foot radius, and do not increase the light level in areas of normal light or bright light. In dim or normal light, the radiance of corpse lanterns provides a strange contrast, giving all creatures in the area a –5 penalty on <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks. In addition, the hue interferes with <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a> (<a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Pattern">pattern</a>) spells, giving all creatures in the illuminated area a +2 bonus on any saving throws against such spells. Unlike <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dancing-lights">dancing lights</a>, you may have more than one corpse lanterns spell active at a time, but you may only move one set in any given round. Moving the corpse lanterns does not require <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a>. Corpse lanterns can be made permanent on an area with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/p/permanency">permanency</a> spell by a caster of at least 11th level for the cost of 7,500 gp.</p>


name: Corrosive Consumption
level: magus 5, sorcerer/wizard 5
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 3 rounds
saving_throw: none
description:
<p>With a touch, this spell causes a small, rapidly growing patch of corrosive acid to appear on the target. On the first round, the acid deals 1 point of acid damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15). On the second round, the acid patch grows and deals 1d4 points of acid damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d4). On the third and final round, the acid patch covers the entire creature and deals 1d6 points of acid damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 15d6). The target can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> to scrape off the acid, or can wash it off with at least 1 gallon of liquid to halve the damage for that round and negate the remaining rounds of the spell.</p>


name: Corrosive Touch
level: bloodrager 1, magus 1, sorcerer/ wizard 1, summoner/unchained summoner 1
school: conjuration (creation) [acid]
casting_time: 1 standard action
components: V, S
range: touch
target: creature or object touched
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>Your successful melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> deals 1d4 points of acid damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 5d4).</p>


name: Corruption Resistance
level: antipaladin 2, inquisitor 2, paladin 2
school: abjuration [chaotic, evil, good, or lawful]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 10 minutes/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>You grant the touched creature limited protection from magical effects that inflict damage based on the target creature’s alignment, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/h/holy-smite"><i>holy smite</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/o/order-s-wrath">order’s wrath</a>, a <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladin</a>‘s smite evil attack, or an <i>unholy</i> weapon. Choose one alignment type: chaos, evil, good, or law. The subject takes 5 less points of damage from effects that specifically harm creatures of that alignment. The value of the protection increases to 10 points at 7th level and 15 points at 11th level. The spell protects the recipient’s equipment as well.</p><p>Corruption resistance protects against spells, spell-like abilities, and special abilities, not physical attacks. <i>Corruption resistance</i> only protects against damage. The subject can still suffer side effects from such attacks. When you use this spell to protect an alignment, it gains the descriptor of that alignment.</p>


name: Cosmic Ray
level: magus 5, sorcerer/wizard 6
school: evocation
casting_time: 1 standard action
components: V, S, M (a piece of meteorite)
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: instantaneous and 1 round/level (see text)
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You fling a ray of deadly cosmic energy at the target creature.</p><p>If you succeed at a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> with the ray, the target takes 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d6) and must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save. On a failed save, the target becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> and emits toxic cosmic energy for as long as it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>; any creature that comes within 5 feet of the affected target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save (DC = spell’s DC) or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1 round per 2 caster levels.</p>


name: Counterbalancing Aura
level: cleric 8
school: abjuration
casting_time: 1 standard action
components: V, S, F (a set of scales worth 500 gp)
range: 20 ft.
target: one creature/level in a 20-ft.-radius burst centered on you
duration: 1 round/level
saving_throw: see text
spell_resistance: yes
description:
<p>An oscillating bronze glow surrounds the targets, protecting them from attacks, granting them resistance to spells cast by neutral creatures, and sickening or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseating</a> neutral creatures that strike the targets. This <a href="https://www.d20pfsrd.com/magic#TOC-Abjuration">abjuration</a> has four effects.</p><p>First, each warded creature gains a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC and a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Resistance-Bonus">resistance bonus</a> on saving throws. This benefit applies against all attacks and effects, not just attacks by neutral creatures.</p><p>Second, a warded creature gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> 23 against spells cast by chaotic neutral, lawful neutral, neutral evil, and neutral good creatures, and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> 27 against spells cast by neutral creatures 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>.</p><p>Third, the spell protects warded creatures from possession and influence by such creatures (otherwise as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">protection from evil</a>).</p><p>Finally, if a chaotic neutral, lawful neutral, neutral evil, or neutral good creature successfully hits a warded creature with a melee attack, the attacker is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> for 1d6 rounds (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> negates). If a neutral creature successfully hits a warded creature with a melee attack, the attacker is instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> for 1d6 rounds (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> negates).</p>


name: Countless Eyes
level: alchemist 3, bloodrager 3, inquisitor 3, occultist 3, psychic 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
description:
<p>The target sprouts extra eyes all over its body, including on the back of its head. It gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-All-Around-Vision-Ex-">all-around vision</a> and cannot be <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flanked</a>.</p>


name: Covetous Aura
level: bard 5, sorcerer/wizard 5
school: abjuration
casting_time: 1 standard action
components: V, S
range: personal
area: 25-ft.-radius emanation centered on you
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: no
description:
<p>Anytime a harmless (so noted by a spell’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throw</a> description) spell of 3rd level or lower is cast within a <i>covetous aura’s</i> area of effect, you may choose to immediately gain the benefit of that spell as if it had also targeted you. The intended target still gains the effect of the spell. You gain the benefits of this duplicated spell only if the caster is in range of the <i>covetous aura</i>. You are considered the caster of the additional spell effect. If the effect allows for multiple targets other than yourself, you cannot use the stolen spell effect to target other creatures—a <i>covetous aura</i> only aids you. Once you choose to gain the benefit of another spell, the <i>covetous aura</i> immediately ends. Rumors hold that this unusual spell was invented thousands of years ago by a powerful spellcaster who was constantly jealous of other spellcasters’ abilities.</p>


name: Covetous Urge
level: arcanist 2, bard 2, skald 2, sorcerer/wizard 2, summoner 2, summoner (unchained) 2, witch 2
school: enchantment (compulsion) [curse, language-dependent]
casting_time: 1 standard action
components: V, S, M (a golden coin)
range: close (25 ft. + 5 ft./2 levels)
target: one living creature with 7 HD or fewer
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You curse the target with insatiable greed, causing it to attempt to steal any item worth 100 gp or more that it can see, each time it enters a new room or area. If it can see multiple items of value in a single room or area, it attempts to steal the item it thinks is worth the most. This covetous <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> might cause the target to act recklessly where it normally would not (unless acting in this manner would clearly cause it to die, suffer great harm, or get caught).</p><p>In combat, if the target sees a valuable item on an opponent, it must, for example, attempt to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> its foe to take a valuable weapon or use the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> to grab a precious item kept on the opponent’s belt. Once the target has either attempted to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> an item in combat or else taken damage, this magical <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> subsides until the threat of the current combat ends and the target enters a new room or area. Affected targets in combat that have neither attempted to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a> an item nor taken damage (perhaps because the opponent with the most valuable item is far away) can attempt a saving throw each round to ignore the spell’s effect until the threat ends and the target enters a new room.</p><p><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> can each end covetous urge before the duration expires. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">Dispel magic</a> does not affect covetous urge.</p>


name: Coward’s Cowl
level: alchemist 1, bard 1, cleric 1, mesmerist 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: enchantment [mind-affecting]
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: no
description:
<p>You imbue the target with a <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a> to avoid threats, enhancing its defensive instincts.</p><p>So long as the affected creature does not move closer to enemies during its turn, or moves at least 5 feet away from adjacent enemies, it gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> to its AC, and a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on saves and on <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> made as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">readied</a> actions and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a>. Alternatively, if the affected creature does not close with its enemies, it can increase the DC of all spells it casts as part of a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Ready">readied</a> action by 1. If the subject of the spell willingly moves toward a threatening creature, the spell immediately ends.</p><p>While affected by coward’s cowl, a creature takes a –2 penalty on all saving throws against fear effects.</p>


name: Coward’s Lament
level: inquisitor 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level (D)
saving_throw: Will partial
spell_resistance: yes
description:
<p>You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to attack you in melee, it receives a cumulative -1 penalty to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a>, attack rolls, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Saving-Throws">saving throws</a> (maximum penalty -5). Each round at the end of its turn, the target may attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> Saving Throw to prevent the penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or impassable terrain, the penalties do not increase. If you move away from the target, the spell ends.</p>


name: Crafter’s Curse
level: sorcerer/wizard 1
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a broken tool)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target of crafter’s curse takes a -5 penalty on all <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> skill checks while the spell lasts.</p>


name: Crafter’s Fortune
level: alchemist 1, sorcerer/wizard 1
school: transmutation
casting_time: 1 standard action
components: V, S, F (a tool)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level or until discharged (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target is struck by inspiration and gains a +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> on its next <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> skill check.</p>


name: Crafter’s Nightmare
school: necromancy (haunted) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a broken tool)
range: close (25 ft. + 5 ft./2 levels)
area: one 5-ft. cube/level (S)
duration: 1 day/level (D)
saving_throw: Will negates
spell_resistance: yes
level:
bard 2, druid 2, medium 1, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, witch 2

description:
<p>You concentrate feelings of competitiveness, envy, and ill will into a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/poltergeist">poltergeist</a>-like <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> that wreaks havoc on its victim’s long-term endeavors. Every time a creature in the affected area attempts a <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> or <a href="https://www.d20pfsrd.com/skills/profession">Profession</a> check to generate income, create an item, or earn capital, any skill check required for crafting or repairing a magic item, or any skill check required for an occult ritual, the <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a> imposes a –5 penalty on the check. If the creature fails its check by 5 or more, the haunt’s mischief deals 1d6 points of damage to the creature in addition to any other negative effects from such a failure. If the creature attempts to cast a spell with a <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a> of 1 minute or longer, the haunt becomes similarly disruptive, requiring the caster to succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC = 15 + spell level) or lose the spell and take 1d6 points of damage from the mischief. Each time the haunt is disruptive, the spell’s <a href="https://www.d20pfsrd.com/gamemastering/haunts">haunt</a>-like manifestation occurs during that round.</p><p class="divider">HAUNT STATISTICS</p><p><b>Notice</b> <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> DC 20 (to hear faint, sinister laughter); <b>hp</b> 2 hp/level; <b>Trigger</b> skill check or spell (see text); <b>Reset</b> none</p>


name: Create Armaments
level: bard 4, medium 4, psychic 4, sorcerer/wizard 4, spiritualist 3, witch 4
school: conjuration (creation)
casting_time: 1 minute
components: V, S, M (diamonds worth price of arms to be created)
range: 0 ft.
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You create one non-magical weapon, shield, or set of armor. To determine whether the item functions as intended, you must attempt an appropriate <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> check with the DC required to create the item normally. If you fail, the item is created with the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Broken">broken</a> condition. You can create items made of rare or unusual materials if you include a bit of that material as an additional material component when you cast the spell, but cannot create <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a> items with this spell.</p>


name: Create Demiplane
level: cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8
school: conjuration (creation)
casting_time: 4 hours
components: ?
range: 0 ft.
effect: extradimensional demiplane, up to 10 10-ft. cubes/level (S)
duration: 1 day/level or instantaneous (see text)
saving_throw: none
description:
<p>This spell functions as create lesser demiplane, except the area is larger and you can add more features to the plane. You can use this spell to expand a demiplane you created with create lesser demiplane (you do not need to create an entirely new plane using this spell), in which case it has a duration of 1 day/level. Alternatively, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration.</p><div style="margin-left: 20px">
<p><i>Alignment</i>: Your plane gains the (mildly) chaos-, good-, evil-, law-, or neutral-aligned <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> trait (see Alignment Traits). You cannot give your demiplane an alignment trait for an <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> you do not have.</p>
<p><i>Bountiful</i>: Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the demiplane. The demiplane does not have any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animals</a> unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.</p>
<p><i><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Elemental-and-Energy-Traits">Elemental</a></i>: Your plane gains the air-, earth-, fire-, or water- elemental dominant trait.</p>
<p><i><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Gravity">Gravity</a></i>: By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. By selecting this feature, the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.</p>
<p><i>Seasonal</i>: The demiplane has a seasonal cycle and a light cycle, usually similar to those of a land on the Material Plane, but customizable as you see fit (for example, your demiplane could always be winter, day and night could alternate every 4 hours, and so on).</p>
<p><i><a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Shape-and-Size">Shape</a></i>: By default, the demiplane has a fixed shape and borders. By selecting this feature, you may make your plane self-contained so it loops upon itself when a creature reaches one edge (see Shape and Size). You may designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane.</p>
<p><i>Structure</i>: Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).</p>
</div><p>You can make this spell permanent with the <a href="https://www.d20pfsrd.com/magic/all-spells/c/p/permanency" style="font-style: italic">permanency</a> spell, at a cost of 20,000 gp. If you have cast create demiplane multiple times to enlarge the demiplane, each casting’s area requires its own <a href="https://www.d20pfsrd.com/magic/all-spells/c/p/permanency" style="font-style: italic">permanency</a> spell.</p><div style="margin-left: 40px">


name: Create Drug
level: alchemist 3, cleric 4, druid 3, occultist 3
school: conjuration (creation)
casting_time: 1 round
components: V, S
range: 0 ft.
effect: 1 dose of a drug/3 levels
duration: 1 minute
saving_throw: none (see below)
spell_resistance: no
description:
<p>The caster conjures into being one of the following drugs: aether, flayleaf, opium, <a href="https://www.d20pfsrd.com/equipment/goods-and-services/herbs-oils-other-substances/#TOC-Keif">keif</a>, scour, shiver, or zerk. (At the GM’s discretion, other drugs of similar power can be included on this list.) The drug doses the caster creates with this spell must be used within 1 minute of being conjured, or they dissolve into worthless dust or evaporate into noxious but fleeting vapors, though the effects of the drug may last far longer if taken before it decays.</p><p>The drugs created by this spell cannot be sold, but they can be given to other creatures. A creature that takes a dose of one of these drug typically must be either willing or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>, though some drugs might be inhaled, applied to injuries, or secretly slipped into food if the caster acts swiftly (see each drug’s description). The DC to resist a drug created by this spell is based on the conjurer’s <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, not the DC listed in the common versions of the drug.</p><p>As a special use of this spell, a lawful evil worshiper can create doses of the drug adyton (see the sidebar above). A worshiper can create adyton only once per week, regardless of her level or how many times she casts this spell. The spell otherwise functions—and creates as many doses—as normal.</p>


name: Create Food and Water
level: cleric/oracle 3, shaman 3
school: conjuration (creation)
casting_time: 10 minutes
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: food and water to sustain three humans or one horse/level for 24 hours
duration: 24 hours; see text
saving_throw: none
spell_resistance: no
description:
<p>The food that this spell creates is simple fare of your choice–highly nourishing, if rather bland. Food so created decays and becomes inedible after 24 hours, although it can be kept fresh for another 24 hours by casting a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/purify-food-and-drink">purify food and drink</a> spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.</p>


name: Create Holds
level: druid 4, ranger 3, sorcerer/wizard 4
school: transmutation
casting_time: 1 standard action
components: V, S, M (handful of pebbles)
range: medium (100 ft. + 10 ft./level)
effect: path of handholds
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p><i>You create a path of handholds on earthen, plaster, stone, or wooden walls. </i></p><p><b>Restriction</b>: You can not create handholds on walls made of metal or other, harder materials.</p><p>The handholds are created in pairs and are approximately 3 feet apart, located in a specific path indicated by your gestures while casting the spell. The handholds’ path can span up to 30 feet out from you plus an additional 10 feet per 3 caster levels (maximum 90 feet at 18th level). The handholds protrude approximately 6 inches from the wall, measure 10 inches lengthwise, and are perfectly suited for gripping with fingers or claws. At the end of the spell’s duration, any creature being supported by the handholds immediately begins to fall.</p>


name: Create Mindscape
level: medium 4, mesmerist 4, psychic 4, sorcerer/wizard 5
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 round
components: V, S
range: long (400 ft. + 40 ft./level)
target: one creature
duration: 10 minutes/level
saving_throw: Will disbelief; see text
spell_resistance: yes
description:
<p>You create an immersive <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-rules/mindscapes/">mindscape</a> that the minds of both you and another creature enter together.</p><p>You choose whether the mindscape is overt or veiled, and whether it’s harmless or harmful. You can choose any shape and size trait, as well as any gravity trait (though you can’t make it so the gravity is so strong it harms creatures within).</p><p>The mindscape has normal time, no <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> traits, and normal magic.</p><p>You designate where both you and your subject appear.</p><p>You don’t need line of sight to draw the subject creature into the mindscape, but you must be aware of its presence within range. If you target an area with more than one sentient creature and you have never seen any of the creatures before (for example, if you know a group of soldiers is inside a barracks but you can’t see them through the door), the subject of this spell is selected at random. If you have seen firsthand the creature you wish to target (continuing the example, if you spied the sergeant entering the room moments before), You can select it unerringly from among all the creatures.</p><p>You must appear somewhere in your mindscape, though it’s relatively easy to shield yourself from the view of any other creatures inside if they don’t realize they’re in a mindscape.</p><p>You must also create a method of exit from the mindscape when you cast this spell, and that method must be possible to achieve based on the traits of the mindscape, even if it is obscure or difficult. The GM decides whether a method of escape is reasonable. Anything that would be a reasonable method of waking from a dream during deep sleep could allow one to leave a mindscape.</p><p>More creatures than the initial two can enter an existing mindscape, typically through the use of the mindscape door spell. You can create illusory creatures within the mindscape, but you’re able to direct or concentrate on only one at a time.</p><p>Only this creature is believable; any others largely remain silent or speak generic, repetitive phrases.</p><p>As is normal with mindscapes, you and any other creatures within the mindscape are unable to take actions within the real world, and your bodies lose their <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonuses to AC.</p><p>If you choose to create a veiled mindscape, the first time another creature interacts with the environment, it can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the effect. Disbelieving a mindscape reveals to that creature that it’s within a mindscape and gives it the knowledge needed to leave the mindscape, but doesn’t free it from the mindscape. For example, if you create a mindscape that takes the form of a parlor inside a stately mansion, and your target creature succeeds at its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, it gains the understanding that walking out the front door of the mansion allows it to return to its physical body, but it must actually move through the mental landscape of the mansion to reach the front door and exit in order to flee the mindscape. If the mindscape is overt, the creature automatically knows how to exit if it so chooses.</p><p>This spell ends at any time that you choose to depart the mindscape, freeing the target as well. Any creature that drops below 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> while inside the mindscape returns to its body. If this happens to you, the spell also ends, freeing anyone still inside.</p><p><i>Create mindscape</i> can be made permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/c/p/permanency" style="font-style: italic">permanency</a> spell by a caster of 12th level or higher at a cost of 10,000 gp. You and other creatures aware of a permanent mindscape can come and go using the <i>mindscape door</i> spell.</p><div style="margin-left: 20px">


name: Create Pit
level: sorcerer/wizard 2, summoner/unchained summoner 2
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, F (miniature shovel costing 10 gp)
range: medium (100 ft. + 10 ft./level)
effect: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
duration: 1 round + 1 round/level
saving_throw: Reflex negates
spell_resistance: no
description:
<p>You create a 10-foot-by-10-foot <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extra-dimensional</a> hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> <a href="https://www.d20pfsrd.com/magic#TOC-Saving-Throw">saving throw</a> to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> <a href="https://www.d20pfsrd.com/magic#TOC-Saving-Throw">saving throw</a> with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>) do not get a saving throw to avoid falling in if they are affected by the pushing effect.</p><p>Creatures who fall into the pit take <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Falling">falling damage</a> as normal. The pit’s coarse stone walls have a <a href="https://www.d20pfsrd.com/skills/climb">Climb</a> DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.</p>


name: Create Soul Gem
level: cleric 3, occultist 3, shaman 3, sorcerer/wizard 3, spiritualist 3, witch 3
school: necromancy [death, evil]
casting_time: 1 round
components: V, S, F (crystal lens worth 500 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one dying or recently dead creature
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You draw forth the ebbing life force of a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a> creature or one that has died in the past round, focusing it through a crystal lens focus to transform into a soul gem. If the creature is alive and fails its saving throw, it dies and you capture its soul in the gem. If the creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>, it can still resist the spell effect by attempting a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save as if it were still alive. The value of the soul gem created depends on the nature of the creature it is made from. Soul gems created by this spell crumble to dust once the spell’s duration expires, releasing the trapped soul to travel on to <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgment</a> in the Great Beyond.</p><p>Only one soul gem can be created from a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying">dying</a> creature. Any attempt to resurrect a body whose soul is trapped in a soul gem requires a caster check against <a href="https://www.d20pfsrd.com/magic/all-spells/c/create-soul-gem" style="font-style: italic">create soul gem’s</a> save DC. Failure results in the <a href="https://www.d20pfsrd.com/magic/all-spells/r/resurrection" style="font-style: italic">resurrection</a> spell having no effect, while success shatters the target’s soul gem and returns the creature to life as normal. If the soul gem resides in an <a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/unholy" style="font-style: italic">unholy</a> location, such as that created by the <a href="https://www.d20pfsrd.com/magic/all-spells/u/unhallow" style="font-style: italic">unhallow</a> spell, the DC of this check increases by 2.</p><p>If you are a souldrinker, you can cast this spell and <a href="https://www.d20pfsrd.com/magic/all-spells/e/expend" style="font-style: italic">expend</a> 5 soul points to fill the gem with the equivalent of one basic soul.</p>


name: Create Treasure Map
level: bard 2, druid 3, psychic 2, ranger 2, sorcerer/wizard 2
school: divination
casting_time: 1 hour
components: V, S, M (powdered metal and rare inks worth 100 gp)
range: touch
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You can take a piece from a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> creature’s body and use it to create a map that reveals the locations of any valuables that creature knew about while still alive. You must cut this piece off yourself and the creature cannot have died more than 24 hours prior to the casting of this spell. You cannot cast this spell on a creature without a physical body, and the portion you remove must have a fairly level surface such as a piece of hide, carapace, or skin. The map you create is accurate to the best knowledge the creature had at the time of its death. It reveals the location of one source of treasure for every three caster levels you possess.</p><p>Any inaccuracies or faulty information held by the creature are represented on the map as well. Similarly, the map cannot account for any changes that occur after the creature’s death.</p><p>You must choose the scale of the map when creating it, opting between nearby (e.g., one or two dungeon levels), local (e.g., a valley or community), or broad (e.g., a country or larger). The map reveals the locations of what the creature deemed most valuable within its area. Depending on the creature, the map might reveal a source of tasty food, suitable mates, or even your own treasure vault.</p>


name: Create Undead
level: cleric/oracle 6, shaman 6, sorcerer/wizard 6
school: necromancy [evil]
casting_time: 1 hour
range: close (25 ft. + 5 ft./2 levels)
target: one corpse
duration: instantaneous
saving_throw: none
spell_resistance: no
components:
V, S, M (a clay pot filled with grave dirt and an onyx gem worth at least 50 gp per HD of the undead to be created)

description:
<p>A much more potent spell than <a href="https://www.d20pfsrd.com/magic/all-spells/a/animate-dead" style="font-style: italic">animate dead</a>, this evil spell allows you to infuse a <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> body with negative energy to create more powerful sorts of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>: ghouls, ghasts, mummies, and mohrgs. The type or types of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> you can create are based on your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, as shown on the table below.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Caster Level</th>
<th class="text">Undead Created</th>
<th class="text">Additional Requirements</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">11th (or lower)</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul">Ghoul</a></td>
<td class="text"> </td>
</tr>
<tr>
<td class="text">11th (or lower)</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/phantom-armor/phantom-armor-hollow-helm">Hollow helm</a></td>
<td class="text">Corpse must be wearing suit of heavy armor</td>
</tr>
<tr>
<td class="number">11th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/huecuva">Huecuva</a> <sup style="font-size: 10px">1</sup></td>
<td class="text">Corpse of a <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> (preferably an evil <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a>)</td>
</tr>
<tr>
<td class="number">11th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/crawling-hand">Crawling hand</a></td>
<td class="text">Severed hand of a Medium or smaller <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a></td>
</tr>
<tr>
<td class="number">11th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/human-juju-zombie">Juju zombie</a><sup style="font-size: 10px">4</sup></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic/all-spells/c/e/enervation" style="font-style: italic">Enervation</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">energy drain</a></td>
</tr>
<tr>
<td class="number">11th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/skeletal-champion-CR-1">Skeletal champion</a><sup style="font-size: 10px">4</sup></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic/all-spells/c/e/enervation" style="font-style: italic">Enervation</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Drain-and-Negative-Levels">energy drain</a></td>
</tr>
<tr>
<td class="number">12th-14th</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul/ghoul-ghast">Ghast</a>, <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/festrog">festrog</a> <sup style="font-size: 10px">2</sup></td>
<td class="text"> </td>
</tr>
<tr>
<td class="number">12th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/draugr">Draugr</a></td>
<td class="text"> </td>
</tr>
<tr>
<td class="number">12th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/phantom-armor/phantom-armor-guardian">Guardian phantom armor</a></td>
<td class="text">Corpse must be wearing suit of heavy armor</td>
</tr>
<tr>
<td class="number">13th</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/attic-whisperer">Attic whisperer</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic/all-spells/c/crushing-despair" style="font-style: italic">Crushing despair</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/c/f/fear" style="font-style: italic">fear</a>, corpse of a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> child</td>
</tr>
<tr>
<td class="number">14th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/blast-shadow">Blast shadow</a> <sup style="font-size: 10px">3</sup></td>
<td class="text"> </td>
</tr>
<tr>
<td class="number">14th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/crawling-hand/crawling-hand-giant">Crawling hand (giant)</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic/all-spells/c/e/enlarge-person" style="font-style: italic">Enlarge person</a>, severed hand of a Large or larger <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a></td>
</tr>
<tr>
<td class="number">14th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/wight">Wight</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic/all-spells/c/e/enervation" style="font-style: italic">Enervation</a></td>
</tr>
<tr>
<td class="number">15th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/phantom-armor/phantom-armor-giant">Giant phantom armor</a></td>
<td class="text">Corpse must be wearing suit of heavy armor</td>
</tr>
<tr>
<td class="number">15th-17th</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/mummy">Mummy</a></td>
<td class="text"> </td>
</tr>
<tr>
<td class="number">15th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/crypt-thing">Crypt thing</a></td>
<td class="text"><a href="https://www.d20pfsrd.com/magic/all-spells/c/t/teleport" style="font-style: italic">Teleport</a></td>
</tr>
<tr>
<td class="number">16th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/phantom-armor/phantom-armor-phantom-lancer">Phantom lancer</a></td>
<td class="text">Humanoid corpse must be wearing suit of heavy armor; mount must be wearing barding</td>
</tr>
<tr>
<td class="number">17th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/dullahan">Dullahan</a></td>
<td class="text">Decapitated <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> corpse</td>
</tr>
<tr>
<td class="number">18th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/mohrg">Mohrg</a></td>
<td class="text"> </td>
</tr>
<tr>
<td class="number">18th+</td>
<td class="text"><a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/rajput-ambari/">Rajput Ambari</a></td>
<td class="text">The full skeleton of an adult elephant and adornment of a regal bearing adding at least 400 gp to the spell’s total cost</td>
</tr>
</tbody>
</table><p>You may create less powerful <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> than your level would allow if you choose. Created <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> are not automatically under the control of their animator. If you are capable of commanding <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, you may attempt to command the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature as it forms.</p><p>This spell must be cast at night.</p><p style="font-size: 12px"><sup style="font-size: 10px">1</sup> A <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/huecuva">huecuva</a> can be created using <i>create undead</i>. The caster must be at least 11th level and the spell normally uses the body of an evil <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a>. The spell can be used to create a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/huecuva">huecuva</a> using the body of a good <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a>, but this requires a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Difficulty-Class-DC-">DC</a> 20 <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check. Creating a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/huecuva">huecuva</a> in this way is considered to be one of the most heinous things that can be done to a <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">cleric</a> that has passed away. The faithless aura of huecuvas created from the bodies of good <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a> in this way grants a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane bonus</a> on Will saves to resist channeled energy and any effects based off that ability.</p><p style="font-size: 12px"><sup style="font-size: 10px">2</sup> The <i>create undead</i> spell can create festrogs as if they were <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul/ghoul-ghast">ghasts</a>. The caster must be able to cast <a href="https://www.d20pfsrd.com/magic/all-spells/c/contagion" style="font-style: italic">contagion</a>, have access to that spell in a <a href="https://www.d20pfsrd.com/magic-items/scrolls" style="font-style: italic">scroll</a> or other magic item, or work with another caster who has access to the spell; creating the <a class="disabled" href="6c55773bca46d360">festrog</a> expends the prepared <a href="https://www.d20pfsrd.com/magic/all-spells/c/contagion" style="font-style: italic">contagion</a> spell, uses an appropriate spell slot, or a charge from the magical source. If the corpse to be animated died of necrotic boils (the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> that <a class="disabled" href="6c55773bca46d360">festrogs</a> spread) the <a href="https://www.d20pfsrd.com/magic/all-spells/c/contagion" style="font-style: italic">contagion</a> spell is not necessary.</p><p style="font-size: 12px"><sup style="font-size: 10px">3</sup> A spellcaster of 14th level or higher can create a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/blast-shadow">blast shadow</a> using <i>create undead</i>. In addition to the normal <a href="https://www.d20pfsrd.com/magic#TOC-Components">components</a> of the spell, the spellcaster must use the body of a creature that died as a result of a fire spell or effect. The spell must be one that affects an area. <a href="https://www.d20pfsrd.com/magic/all-spells/c/s/scorching-ray" style="font-style: italic">Scorching ray</a> is not sufficient, but <a href="https://www.d20pfsrd.com/magic/all-spells/c/f/fireball" style="font-style: italic">fireball</a> is. The creature must have died within 24 hours of the casting of <i>create undead</i>. <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/blast-shadow">Blast shadows</a> created in this way are loyal to their creator, but those created by a death burst are beholden to no one.</p><p style="font-size: 12px"><sup style="font-size: 10px">4</sup> You must have a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> greater than the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> to be created.</p><p><a name="greater"></a></p><div style="margin-left: 40px">


name: Create Variant Mummy
level: arcanist 7, cleric/oracle 7, sorcerer/wizard 7
school: necromancy [evil]
casting_time: 1 hour
components: V, S, M (onyx gems worth 50 gp per HD of the undead to be created)
range: close (25 ft. + 5 ft./2 levels)
target: 1 corpse steeped in a peat bog for at least 24 hours
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/create-undead">create undead</a>, except it creates one of the following variant mummies: <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/mummy/mummy-bog">bog mummy</a>, ice mummy, or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/undead/pharaonic-guardian">pharaonic guardian</a>.</p>


name: Create Water
level: cleric/oracle 0, druid 0, inquisitor 0, paladin 1, shaman 0
school: conjuration (creation) [water]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: up to 2 gallons of water/level
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large — possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.</p><p><b><i>Note</i></b>: <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">Conjuration</a> spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.</p>


name: Creeping Doom
level: druid 7, shaman 7, summoner 5, unchained summoner 6
school: conjuration (summoning)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)/100 ft.; see text
effect: four swarms of insects
duration: 1 round/level
saving_throw: Fortitude partial, see text
spell_resistance: no
description:
<p>This spell summons four massive swarms of biting and stinging insects. These swarms appear adjacent to one another, but can be directed to move independently. Treat these swarms as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/vermin/centipede/centipede-swarm">centipede swarms</a> with the following adjustments. The swarms have 60 hit points each and deal 4d6 points of damage with their swarm attack. The save to resist their poison and distraction effects is equal to the save DC of this spell. Creatures caught in multiple swarms only take damage and make saves once.</p><p>You may summon the swarms so that they share the area of other creatures. As a standard action, you can command any number of the swarms to move toward any target within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but can be commanded again if you move within 100 feet).</p>


name: Creeping Ice
level: druid 4, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: evocation [cold]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: anchored plane of ice, up to one 10-ft. square/level
duration: 10 minutes/level
saving_throw: Reflex negates (see text)
spell_resistance: yes
description:
<p>This spell covers the floor, the ground, or some other calm horizontal surface (such as a placid lake or a gentle river) with a sheet of slowly growing ice. The initial sheet of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. The ice is hard, strong, and opaque, and is 1 inch thick per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The ice is strong enough to support the weight of a typical horse, making it possible for creatures to cross a body of water.</p><p>Each 10-foot square of ice has 3 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> per inch of thickness. Creatures can hit the ice automatically. A section of ice whose <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> drop to 0 is destroyed, leaving an area of ice chunks, slush, and snow that counts as difficult terrain. If a creature tries to break through the ice with a single attack, the DC for the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check is 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Each round on your turn, the sheet of ice grows 1 foot in all directions except toward you. This growth is <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/s/slow">slow</a> enough that any creature in the area has time to move out of the way or step onto the ice. If the growing ice completely covers a creature’s square, the creature must choose whether it moves onto the sheet of ice, is knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a> on the sheet of ice, or is bull rushed into an adjacent square.</p>


name: Crime Wave
level: antipaladin 4, bard 5, mesmerist 5, psychic 7, sorcerer/wizard 7
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a tarnished coin)
range: medium (100 ft. + 10 ft./level)
target: one creature/level, no two of which can be more than 30 ft. apart
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You instill overwhelming avarice in the targets and impel them toward a wild spree of larceny. Creatures affected by a crime wave must roll percentile dice each round to determine what action they take.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th>d%</th>
<th>Behavior</th>
</tr>
</thead>
<tbody>
<tr>
<td>1–25</td>
<td>Act normally, but with suspicion toward others. The target doesn’t benefit from or provide benefits with teamwork feats and the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another">aid another</a> action. If a creature attempts to use a harmless spell or effect on the target, there is a 50% chance the target tries to avoid that effect as best as possible (taking an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> against a spellcaster, requiring a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spell, or attempting a saving throw).</td>
</tr>
<tr>
<td>26–50</td>
<td>Attempt a steal <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> or <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> check to steal a random valuable object from the nearest creature (or a nearby unattended object, if obviously of great value), moving adjacent to that creature or object as needed. Once an affected creature has stolen an item, further results of 26–50 cause the affected creature to flee, focusing all of its efforts on escaping with its loot and fighting to prevent the stolen object from being taken.</td>
</tr>
<tr>
<td>51–75</td>
<td>Attempt to break, destroy, or deface the nearest unattended manufactured object or structure. If the object or structure is too difficult to damage, the affected creature instead vandalizes or otherwise defaces its appearance.</td>
</tr>
<tr>
<td>76–100</td>
<td>Attack the nearest creature (for this purpose, a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a> counts as part of the affected creature’s self).</td>
</tr>
</tbody>
</table><p>A character affected by a crime wave who is unable to carry out the indicated action moves toward the nearest source of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> and attempts a <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> check to hide. Affected creatures with the ability to turn <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> (including through the use of magic items or spells) do so instead of attempting a <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> check.</p>


name: Crime of Opportunity
level: antipaladin 1, mesmerist 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a slit purse)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
description:
<p>You awaken a sudden criminal impulse in the target, compelling it to commit a criminal act as if affected by the <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/crime-wave">crime wave</a></i> spell.</p>


name: Crimson Breath
level: alchemist 4, cleric 4, druid 4, sorcerer/wizard 4, witch 4
school: transmutation
casting_time: 1 standard action
components: S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fort negates
spell_resistance: no
description:
<p class="desciption">When you cast this spell, your salivary glands transform and instantly fill with potent venom.</p><p>Make a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> against a single target in range; if you hit, the target is affected by a dose of breath of the mantis god. The <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save DC for this <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> is the same as the spell’s DC, not the standard save DC for the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a>.</p>


name: Crimson Confession
level: psychic 2, sorcerer/wizard 2, witch 2
school: abjuration
casting_time: 10 minutes
components: V, S
range: touch
target: or Area object touched or up to 1 sq. ft.
duration: permanent and 1 hour/level (see text)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You ward an object or an area with your personal rune or mark. You can choose for the writing to be visible or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a>, and it doesn’t harm the material upon which it is placed. A <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/" style="font-style: italic">detect magic</a> spell causes an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> mark to glow and be visible. If any creature other than you touches the warded object or area and fails a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, its skin turns bright red for 1 hour per level. This coloring cannot be washed away, but it can be dispelled.</p><p><a href="https://www.d20pfsrd.com/magic/all-spells/s/see-invisibility/" style="font-style: italic">See invisibility</a>, <a href="https://www.d20pfsrd.com/magic/all-spells/t/true-seeing/" style="font-style: italic">true seeing</a>, a <a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/gem-of-seeing" style="font-style: italic">gem of seeing</a>, or a <a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/robe-of-eyes" style="font-style: italic">robe of eyes</a> likewise allows the user to see an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> mark. A <a href="https://www.d20pfsrd.com/magic/all-spells/r/read-magic/" style="font-style: italic">read magic</a> spell reveals the words, if any. The ward cannot be dispelled, but it can be removed by the caster or by an <a href="https://www.d20pfsrd.com/magic/all-spells/e/erase/" style="font-style: italic">erase</a> spell.</p>


name: Crown of Glory
level: glory 8
school: evocation
casting_time: 1 full round
components: V, S, M (opal worth at least 200 gp), DF
range: personal
area: 120-ft.-radius emanation centered on you
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You gain a +4 enhancement bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>. All creatures with fewer than 8 HD are compelled to stop and pay attention to you. Any such creature that wants to take hostile action against you must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to do so. Any creature that fails this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/e/enthrall"><i>enthrall</i></a> spell), as long as it is in the spell’s area. It does not try to leave the area on its own. Creatures with 8 HD or more are not affected.</p><p>When you speak, all listeners telepathically understand you. You can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/s/suggestion"><i>mass suggestion</i></a> spell (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save negates). Only creatures within range at the time of a suggestion are subject to it.</p>


name: Cruel Jaunt
level: antipaladin 4, cleric 6, inquisitor 6, magus 6, psychic 6, shaman 6, sorcerer/wizard 6, witch 6
school: conjuration (teleportation) [evil, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M/DF (a dilated human eyeball)
range: medium (100 feet + 10 ft./level)
target: you
duration: 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You gain the ability to detect fear, as per <i>sense fear</i>, but you sense creatures within medium range.</p><p>Once per round as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/t/teleport">teleport</a> to a creature suffering from a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect within the spell’s range if you are aware of the creature and its rough location. You can carry objects with you so long as you don’t transport more than your maximum load. You arrive in a random open space within 20 feet of the creature and immediately begin sensing the location of creatures with a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> condition from your new location.</p><p>Once you <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/t/teleport">teleport</a> to a new location with this spell, you can take no additional actions for the round, as if casting <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>. You can’t <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/t/teleport">teleport</a> if there are no creatures suffering from a <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> effect in range.</p>


name: Crusader’s Edge
level: cleric 4, inquisitor 4, paladin 4
school: transmutation [good]
casting_time: 1 standard action
components: V, S, M (dried blood from an evil outsider , sprinkled on the weapon)
range: touch
target: melee weapon touched
duration: 1 minute/level
saving_throw: Fort negates
spell_resistance: no
description:
<p><span style="background-color: transparent">When you cast this spell on a melee weapon you imbue it with a powerful holy energy, granting the weapon the </span><a href="https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/bane/" style="background-color: transparent;font-style: italic">bane</a><span style="background-color: transparent"> weapon quality against evil </span><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider" style="background-color: transparent">outsiders</a><span style="background-color: transparent">. Furthermore, whenever you score a successful </span><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits" style="background-color: transparent">critical hit</a><span style="background-color: transparent"> against an </span><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider" style="background-color: transparent">outsider</a><span style="background-color: transparent"> with the </span><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil" style="background-color: transparent">evil</a><span style="background-color: transparent"> subtype, you not only deal normal critical damage with the weapon but also nauseate the </span><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider" style="background-color: transparent">outsider</a><span style="background-color: transparent"> for 1d3 rounds—the </span><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider" style="background-color: transparent">outsider</a><span style="background-color: transparent"> can reduce this </span><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated" style="background-color: transparent">nauseated</a><span style="background-color: transparent"> condition to </span><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened" style="background-color: transparent">sickened</a><span style="background-color: transparent"> for 1 round with a successful </span><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude" style="background-color: transparent">Fortitude</a><span style="background-color: transparent"> save.</span></p>


name: Crushing Despair
level: bard 3, bloodrager 4, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M
range: 30 ft.
area: cone-shaped burst
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
<p> An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.</p><p> <i>Crushing despair</i> counters and dispels <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/good-hope">good hope</a>.</p>


name: Crushing Hand
level: sorcerer/wizard 9
school: evocation [force]
casting_time: 1 standard action
components: V, S, F (a soft glove)
range: Medium (100 ft. + 10 ft./level)
target: 10′ Hand
duration: round/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/interposing-hand">interposing hand</a>, except that it can also <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> one opponent as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/grasping-hand">grasping hand</a>. Its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</a> checks use your caster level in place of its base attack bonus, with a +12 bonus for its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score (35) and a +1 bonus for being Large (its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> is 10, granting no bonus to the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a>). A <i>crushing hand</i> deals 2d6+12 points of damage on each successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple </a>check against an opponent. The <i>crushing hand</i> can instead be directed to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> a target (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/forceful-hand">forceful hand</a>), using the same bonuses outlined above, or it can be directed to interpose itself, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/i/interposing-hand">interposing hand</a> does.</p>


name: Cultural Adaptation
level: bard 1, cleric 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a document written in the language of the culture to be emulated)
range: personal
target: you
duration: 10 minutes/level
description:
<p>When casting this spell, you must concentrate on a culture or subculture to which you wish to adapt. If you speak the native language of the culture in question, then for the duration of this spell, you speak the language with a native accent. The spell doesn’t teach you the language in question, but can be combined with <a href="https://www.d20pfsrd.com/magic/all-spells/t/tongues/" style="font-style: italic">tongues</a> or a similar spell. Your body language and gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in. Combined, these grant you 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/diplomacy">Diplomacy</a> checks to influence members of the culture to which you have adapted, which doesn’t stack with other circumstance bonuses you might possess by virtue of being a member of the chosen culture. You also 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/disguise">Disguise</a> checks to pass yourself off as if you were a member of the culture, if you are not.</p><p>This doesn’t provide benefits when disguising yourself as a specific member of the culture, though it negates any circumstance penalties you might otherwise have taken due to not acting appropriately for that person’s culture. Finally, the DCs of <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> (<a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a>) spells you cast against natives of the culture to which you are attuned increase by 1.</p>


name: Cup of Dust
level: druid 3, mesmerist 3, occultist 3, psychic 3, witch 3
school: transmutation [curse]
casting_time: 1 standard action
components: V, S, M (a pinch of dust)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 day/level (D)
saving_throw: Fortitude negates
spell_resistance: yes
description:
<p>You curse the target with a thirst no drink can quench. On a failed saving throw, the target begins to dehydrate (see <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Starvation-and-Thirst">starvation and thirst</a>). The effects of this spell cannot inflict more <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage">nonlethal damage</a> than the target has <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. No amount of drinking can counter this effect, although the target still experiences the other normal effects of any liquid imbibed (such as poisons or potions). <i>Cup of dust</i> can be removed with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/break-enchantment/"><i>break enchantment</i></a>, <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/limited-wish/">limited wish</a></i>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle/"><i>miracle</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/remove-curse/"><i>remove curse</i></a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish/"><i>wish</i></a> spell, but effects suffered as a result of dehydration must be healed by normal means.</p>


name: Curative Distillation
level: alchemist 2, cleric/oracle 3, investigator 2, warpriest 3
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, M ( healing herb, alchemical remady, or potion of a healing spell worth at least 50 gp)
range: touch
target: one living creature touched
duration: instantaneous
saving_throw: Will half (harmless)
spell_resistance: yes (harmless)
description:
<p>You concentrate the <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a> potential of the material component so that it’s exceptionally potent and restorative. This spell restores a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to 1d8 + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum +10) to the target, and also grants the target the benefits of the material component. Roll the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> restored separately when determining how many total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> this spell and the material component restore.</p>


name: Cure Critical Wounds
level: alchemist 4, bard 4, cleric/oracle 4, druid 5, inquisitor 4, shaman 4, witch 5
school: conjuration (healing)
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds">cure light wounds</a></i>, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).</p><div style="margin-left: 40px">
<p><a name="mass"></a></p>


name: Cure Light Wounds
level: alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will half (harmless); see text
spell_resistance: yes (harmless); see text
description:
<p>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#will">Will</a> save to take half damage.</p><p><a name="mass"></a></p><div style="margin-left: 40px">


name: Cure Moderate Wounds
level: alchemist 2, bard 2, cleric/oracle 2, druid 3, inquisitor 2, paladin 3, ranger 3, shaman 2, witch 2
school: conjuration (healing)
description:
<p>This spell functions like <a href="https://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds" style="font-style: italic">cure light wounds</a>, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).</p><p><a name="mass"></a></p><div style="margin-left: 40px">


name: Cure Serious Wounds
level: alchemist 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, paladin 4, shaman 3, ranger 4, witch 4
school: conjuration (healing)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds">cure light wounds</a>, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).</p><div style="margin-left: 40px">


name: Curse Terrain
level: cleric 4, druid 4, shaman 4, sorcerer/wizard 4, witch 4
school: necromancy [curse, evil]
casting_time: 10 minutes
components: V, S, M (the heart of a creature that dwelled in the area and powdered onyx worth 700 gp)
range: touch
area: 1-mile radius emanating from the touched point
duration: 1 day (D)
saving_throw: none
spell_resistance: no
description:
<p>By touching the ground, you curse the land with four unnatural hazards. This functions as <i>lesser curse terrain</i>, but with the effects of the major perilous demesne curse.</p><div style="margin-left: 20px">


name: Curse Water
level: antipaladin 1, cleric/oracle 1, inquisitor 1
school: necromancy [evil]
casting_time: 1 minute
components: V, S, M (5 lbs. of powdered silver worth 25 gp)
range: touch
target: flask of water touched
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way <a href="https://www.d20pfsrd.com/equipment/goods-and-services#holy-water">holy water</a> damages undead and evil outsiders.</p>


name: Curse of Befouled Fortune
level: antipaladin 3, bloodrager 4, cleric 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 curse the target, making it incredibly unlucky. While affected by curse of befouled fortune, the target can’t receive luck bonuses or benefit from effects that grant it the ability to roll multiple times and take the higher result (like the <a href="https://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler">swashbuckler’s</a> charmed life ability). The target also can’t choose a die result, such as taking 10 or 20 in lieu of rolling (as per the <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bard’s</a> <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Lore-Master-Ex-">lore master</a> ability). Finally, the first time each turn the target would succeed at an attack, saving throw, or skill check, it must roll twice and use the worse of the two results.</p><p>This curse cannot be dispelled, but it can be removed with 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.</p>


name: Curse of Burning Sleep
level: shaman 4, sorcerer/wizard 4, witch 4
school: transmutation [curse, fire]
casting_time: 1 standard action
components: V, S, M (a feather and a drop of oil)
range: close (25 ft. + 5 ft./2 levels)
target: one creature duration permanent until triggered (see text)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You place a curse upon the target that triggers 1 hour after the next time it falls asleep. When the curse is triggered, the creature bursts into flame, taking 1d6 points of fire damage per 2 caster levels (maximum 8d6). Furthermore, it catches on fire, taking 2d6 points of fire damage per round at the end of its turn each round until the creature dies or is quenched as normal. If the target is still asleep, the fire damage from this spell wakes it.</p><p>Only one of these spells can be in place on a creature at any time. This has no effect on creatures that don’t sleep.</p>


name: Curse of Disgust
level: bard 3, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [curse, emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You place a curse upon a creature, causing it to avoid the sight of a specific trigger, which is a kind of creature, object, or condition designated by you. When the target is within 30 feet of a trigger and is aware of the trigger, it gains the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> condition and feels an urge to leave. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save negates the urge to leave, but the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> condition persists as long as the target is within 30 feet of a trigger and aware of it. Example triggers include beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, corpses, and sewage.</p>


name: Curse of Dragonflies
level: druid 3, magus 3, shaman 4, sorcerer/wizard 4, summoner 4, witch 3
school: conjuration [air, curse]
casting_time: 1 standard action
components: V, S, M (a paper insect)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: permanent (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You invest a target with cursed elemental energy, making the open skies anathema to it. If the affected creature ever tries to fly more than 5 feet above the ground, paper insects erupt from the air around the creature to interfere with its movement. The affected creature’s flight maneuverability decreases by one step for every 3 caster levels you have. A creature whose maneuverability would be brought below clumsy must land at the end of its turn each round or fall.</p><p>This spell does not affect <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures or creatures that are otherwise intangible (such as a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gaseous-form">gaseous form</a> to fly).</p>


name: Curse of Fell Seasons
level: druid 9, shaman 9, sorcerer/wizard 9, witch 9
school: transmutation [curse, darkness]
casting_time: 10 minutes
components: V, S, F ( darkwood carving of a tree worth 15,000 gp)
range: touch
area: 2-mile radius emanating from the touched point
duration: permanent (D)
saving_throw: none
spell_resistance: no
description:
<p>By touching the ground, you drastically change the weather in the area, as the unseasonable weather curse. The focus merges into the cursed area as part of the spell and can only be retrieved if the curse is lifted.</p>


name: Curse of Keeping
level: antipaladin 2, mesmerist 2, shaman 2, witch 2
school: enchantment (compulsion) [curse]
casting_time: 1 standard action
components: V, S, DF
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 curse the target with the inability to sell, barter, or give away any item it owns, other than ordinary currency, for as long as the spell remains in effect. The target cannot sell, trade, drop, or give away possessions. The target can purchase items using ordinary currency but can’t then sell the purchased items. The target can accept gifts from others but can’t offer anything in exchange. A curse of keeping can be ended by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/b/break-enchantment"><i>break enchantment</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/l/limited-wish">limited wish</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/r/remove-curse">remove curse</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/m/miracle">miracle</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/w/wish">wish</a>. <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">Dispel magic</a> does not affect a curse of keeping.</p>


name: Curse of Magic Negation
level: cleric/oracle 5, inquisitor 4, sorcerer/ wizard 4, witch 4
school: abjuration [curse]
casting_time: 1 round
components: V, S, M (powdered lead and platinum worth 250 gp)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 10 minute/level
saving_throw: Will negates
description:
<p>You disrupt the target creature’s ability to draw upon magical energies. For the duration of the spell, it gains the <a href="https://www.d20pfsrd.com/magic/variant-magic-rules/spellblights#TOC-Negated">negated spellblight</a>. Dispel checks to remove the <a href="https://www.d20pfsrd.com/magic/variant-magic-rules/spellblights">spellblight</a> take a –5 penalty due to this spell’s interference with magical energies.</p>


name: Curse of Night
level: cleric 8, druid 8, sorcerer/wizard 8, witch 8
school: evocation [curse, darkness]
casting_time: 10 minutes
components: V, S, F (jet gemstones worth a total of 10,000 gp)
range: touch
area: 1-mile radius emanating from the touched point
duration: permanent (D)
saving_throw: none (see curse text)
spell_resistance: no
description:
<p>By touching the ground, you curse an area to remain in bleak darkness, as the endless night curse. The focus merges into the cursed area as part of the spell and can only be retrieved if the curse is lifted.</p>


name: Curse of the Outcast
level: bard 4, cleric 6, inquisitor 4, mesmerist 4, shaman 6, witch 6
school: enchantment (compulsion) [curse, emotion, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a handful of earthworms)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>Everything about the target seems off-putting and grating, and everyone he meets is compelled to see the worst in him.</p><p>Whenever the target attempts a <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/perform">Perform</a> check, he must roll twice and take the lower result.</p><p>Additionally, each creature he encounters has its initial attitude toward him reduced by one step (helpful becomes friendly, friendly becomes indifferent, and so on).</p>


name: Curse, Major
level: cleric/oracle 5, shaman 5, sorcerer/wizard 6, witch 5
school: necromancy [curse]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: permanent
saving_throw: Will negates
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/b/bestow-curse">bestow curse</a>, except the DC to remove the curse is equal to the save DC +5.</p>


name: Cursed Earth
level: cleric/oracle 9, sorcerer/wizard 9, witch 9
school: necromancy [curse, evil; see text]
casting_time: 10 minutes
components: V, S, M (powdered onyx 10,000 gp), DF
range: touch
area: 1-mile radius emanating from the touched point
duration: permanent
saving_throw: none (see text)
description:
<p>You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.</p><p style="margin-left:40px"><i>Famine</i>: All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/diminish-plants">diminish plants</a>.</p><p style="margin-left:40px"><i>Living Death</i>: Any creatures of Small size or larger killed in the area rise as uncontrolled <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombies</a> 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/zombie">zombies</a>.</p><p style="margin-left:40px"><i>Plague</i>: Every day at sundown, all creatures in the area must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or catch one of the following diseases (your choice, decided at the time of casting): <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Blinding-Sickness" rel="nofollow">blinding sickness</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Bubonic-Plague">bubonic plague</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Cackle-Fever">cackle fever</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Filth-Fever">filth fever</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Leprosy">leprosy</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Mindfire">mindfire</a>, <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Red-Ache">red ache</a>, s<a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Shakes">hakes</a>, or <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Slimy-Doom">slimy doom</a>. The <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> is contracted immediately (the onset period does not apply). Use the <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease’s</a> listed frequency and save DC to determine further effects. This is a <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> effect.</p>


name: Cursed Treasure
school: necromancy [curse]
casting_time: 1 minute
components: V, S, M (a platinum piece)
range: touch
target: unattended object touched
duration: permanent until discharged, then permanent (see text)
saving_throw: Fort negates (object), then Will negates (see text)
spell_resistance: yes (object), then yes (see text)
level:
antipaladin 3, arcanist 4, bloodrager 4, cleric/oracle 3, shaman 3, sorcerer/wizard 4, spiritualist 3, warpriest 3, witch 3

description:
<p>You <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> a piece of treasure or container filled with treasure and place a terrible curse upon it, choosing from any option available with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/bestow-curse">bestow curse</a>. The next creature to take the treasure or remove items from the container is affected by the curse, unless it succeeds at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save (<a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> applies). If you are the next creature to take the treasure or get objects from the container, though, the spell discharges harmlessly instead.</p>


name: Cushioning Bands
level: psychic 2, sorcerer/wizard 2, summoner/unchained summoner 2
school: conjuration (creation) [force]
casting_time: 1 standard action
components: V, S,
range: touch
target: creature touched
duration: 1 hour/level or until discharged (D)
saving_throw: Will negates (harmless)
description:
<p>Invisible bands of force encircle vital areas of the target. The bands resist crushing forces and impacts without interfering with movement. The target gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">DR</a> 2/piercing or slashing and takes half damage from constriction, falling, and being buried, as well as from similar crushing effects such as <a href="https://www.d20pfsrd.com/magic/all-spells/c/crushing-hand/" style="font-style: italic">crushing hand</a>. <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">Grapple</a> checks for attacks other than constricting (such as pinning or swallowing whole) are not affected. Once the spell has blocked 12 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (to a maximum of 120 points at 10th level), it is discharged. The bands have no effect on <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> attacks unless they deal damage from constriction or crushing, or unless the attacks would be subject to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p>


name: Cyclic Reincarnation
level: druid 6 Components V, S, M (oils worth 5,000 gp), DF
school: transmutation
components: V, S, M (oils worth 5,000 gp), DF
description:
<p>This spell allows a dead creature that died no more than 1 year before the casting of the spell to return to life in a body that closely resembles its original body; it functions as <a href="https://www.d20pfsrd.com/magic/all-spells/r/reincarnate" style="font-style: italic">reincarnate</a> except as noted. Cyclic reincarnation returns the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> creature to life in a new body of the same race that the target belonged to in life, and the new body appears physically similar to the creature’s previous one, to the extent that the creature could be easily mistaken for its own offspring or kin. If the affected creature isn’t a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a>, there is a 75% chance that the creature returns to life as a youth of its race, gaining the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1">young creature</a> simple template instead (or becomes a juvenile, in the case of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragons</a> and other creatures whose power is determined by their age category).</p><p>You can use cyclic reincarnation on someone who was killed by a death effect or turned into an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature and then destroyed, but nonhumanoids so restored always return to life with the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1">young creature</a> simple template (or as a juvenile, in the case of creatures whose power is determined by their age category).</p>


name: Daemon Ward
level: cleric 4, druid 5, paladin 4, sorcerer/wizard 4, witch 4
school: necromancy
components: V, S, M (50 gp worth of powdered silver)
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/death-ward">death ward</a>, except as noted above and it only protects against these attacks from <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/daemons">daemons</a>.</p>


name: Damnation
level: cleric 3, inquisitor 3, paladin 3
school: evocation [good]
casting_time: 1 standard action
components: V, S, M/DF (a drop of holy water ) 30-ft.-radius burst centered on you instantaneous Will half yes
area: 30-ft.-radius burst centered on you
duration: instantaneous
saving_throw: Will half
spell_resistance: yes
description:
<p>You pass judgment on your enemies’ intentions and punish them with holy power. Each creature in the spell’s area takes 1d8 points of damage per spell level, determined by the most powerful effect with the <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Evil">evil descriptor</a> either affecting that creature or in its spell repertoire. A caster who prepares spells takes this damage based on the highest-level evil spell he prepared that day, even if he already cast that spell.</p><p>A spontaneous spellcaster takes this damage based on the highest-level evil spell she knows, even if she has no remaining spell slots available to cast that spell. A creature with evil <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Spell-Like-Abilities-Sp-">spell-like</a> abilities takes this damage based on the highest-level evil <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> it can use. A creature who doesn’t cast spells but is the willing beneficiary of evil spells takes this damage based on the highest-level evil spell currently affecting it, including spells that affect an area such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/desecrate">desecrate</a>. A creature subject to the harmful effects of an evil spell are unaffected unless it voluntarily accepted the spell’s effects.</p>


name: Damnation Stride
level: sorcerer/wizard 5, summoner 4, witch 5
school: conjuration (teleportation) [fire]
casting_time: 1 standard action
components: V
target: you ( teleportation ) and creatures within a 10-foot-radius burst (burst of flame) (see text)
duration: instantaneous
saving_throw: Reflex half, see text
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>, except you leave behind a burst of fire. Choose one corner of your starting square. A 10-foot-radius burst of flame explodes from that corner the moment you leave, dealing 4d6 points of fire damage.</p>


name: Damnation of Memory
level: bard 6, mesmerist 6, psychic 9
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 hour
components: V, S, F (a massive, flawless gemstone worth 5,000 gp)
range: long (400 ft. + 40 ft./level)
duration: permanent
saving_throw: Will negates
spell_resistance: yes
description:
<p>You name one creature and excise all memory of that creature’s involvement in events the targets remember. The targets either forget who exactly performed the named creature’s deeds or assume some other individual performed them.</p><p>Alternatively, you can name either one event lasting no more than 10 minutes per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or a single topic (defined at the GM’s discretion) such as a shameful secret of the king that was recently revealed or a small revolt that was quelled messily, and erase all recollection of that subject from the minds of all creatures within the area. Memory of facts and topics that are common knowledge (information with a <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> check DC of 10 or less) cannot be stolen via this spell.</p><p>The lost memories are stored in the focus gem (which grows dull inside and cannot be used as a focus or material component for any other spell, including another casting of this spell). The targets emanate no magic and the spell cannot be dispelled from them; only the focus retains a <a class="spell" href="https://www.d20pfsrd.com/magic-aura">magic aura</a>, and only by targeting the gem can the spell be dispelled, disjoined, or suppressed with antimagic. If the gem is destroyed or the spell is dispelled (which destroys the gem), all stolen memories return to the affected creatures.</p>


name: Damp Powder
level: druid 1, sorcerer/wizard 1, witch 1
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a damp piece of cotton)
range: close (25 ft. + 5 ft./2 levels)
target: 1 loaded firearm
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell causes ammunition already loaded into the target firearm is ruined with moisture. Any attempt to fire that ammunition fails, with no chance for misfire, and the user must then take a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> to clear the weapon before reloading and firing it. If aware of this spell’s effect prior to firing the altered ammunition (a DC 16 <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check to identify the spell being cast or similar effect), the firearm’s user can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to clear the altered ammunition from the firearm. Doing so destroys that ammunition.</p>


name: Dance of a Hundred Cuts
level: bard 4
school: transmutation
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 round/level
description:
<p>You become a lethal combat dancer, swirling and spinning with grace and precision.</p><p>You gain a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, melee damage rolls, <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">armor class</a> equal to +1 per 3 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Caster-Level-CL-">caster levels</a> (maximum +5 at 15th level). The bonus to AC is lost under any circumstances that would cause you to lose your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to AC. You must remain moving for the spell to stay in effect. If in any round you do not either move at least 10 feet or make a melee attack, the spell’s duration ends.</p>


name: Dance of a Thousand Cuts
level: bard 6
school: transmutation
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dance-of-a-hundred-cuts"><i>dance of a hundred cuts</i></a>, except you also gain the benefits of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/h/haste">haste</a>.</p>


name: Dancing Darkness
level: antipaladin 1, bard 1, magus 1, shaman 1, psychic 1, sorcerer/wizard 1, spiritualist 1, witch 1
school: evocation [darkness, shadow]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: Up to four spheres, all within a 10-ft.-radius area
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You create either up to four spheres of darkness that each reduce the illumination level by one step within a 20-foot-radius, or one dimly lit, vaguely <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Humanoid">humanoid</a> shape. Each sphere must stay within a 10-foot-radius area of one another but can otherwise move as you desire (no <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> required): forward or back, up or down, straight or turning corners, or the like.</p><p>The darkness can move up to 100 feet per round. The effect winks out if the distance between you and it exceeds the spell’s range.</p><p>This spell 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: Dancing Lantern
level: bard 1, cleric/oracle 1, ranger 1, shaman 1, sorcerer/wizard 1, witch 1
school: transmutation [fire, light]
casting_time: 1 standard action
components: V, S, F (a lantern)
range: touch
effect: animates one lantern
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can animate a lantern and order it to follow you. The lantern floats at shoulder height and remains within 5 feet of you, no matter how fast you move. The lantern cannot support any additional weight. The lantern illuminates its normal area, even if it does not have any oil in it. For the purposes of spells or effects targeting it the lantern always acts as if in your possession even when not directly on your person. A <i>dancing lantern</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/p/permanency"><i>permanency</i></a> spell (CL 9th, 2,500 gp).</p>


name: Dancing Lights
level: bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: Up to four lights, all within a 10-ft.-radius area
duration: 1 minute (D)
saving_throw: none
spell_resistance: no
description:
<p>Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The <i>dancing lights</i> must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.</p><p>You can only have one <i>dancing lights</i> spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.</p><p><i>Dancing lights</i> can be made permanent with a <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/">permanency</a></i> spell.</p>


name: Dark Whispers
level: antipaladin 1, bard 2, cleric 2, sorcerer/wizard 2, summoner 2, witch 2
school: illusion (shadow) [language-dependent, shadow]
casting_time: 1 standard action
components: V, S, F/DF (a scrap of black cloth)
range: long (400 ft. plus 40 ft./level)
duration: 10 minutes/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>You communicate through the shadows of one or more targets within range. The shadows have no physical presence and don’t move or animate. Instead, your words emerge from the shadow as a clear whisper, absent any accent or other identifying features. The targets can make conversation with the shadow, but must speak aloud to do so. The targets’ voices emerge from your own shadow only when they intend to speak to the shadow, but you hear no other sounds from the target’s immediate area. Their responses also emerge as clear whispers, absent identifying features, but you can instinctively identify which target is speaking to you through the shadow.</p><p>Once the spell has been cast, you don’t need to have line of effect to the targets or their shadows to communicate back and forth.</p><p>The shadow communication is audible, so it can be intercepted by adversaries who succeed at a DC 25 <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check. The spell can be silenced. You can’t cast spells on subjects or otherwise establish line of effect through the shadows, but spells that allow you to speak or understand languages work normally across dark whispers.</p>


name: Dark-Light
level: cleric 3, druid 3, sorcerer/wizard 3
school: evocation [light]
casting_time: 1 standard action
components: V, S, M/DF (a pinch of earth)
range: medium (100 ft. + 10 ft./level)
target: living creatures without light sensitivity
area: 20-ft.-radius burst
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You evoke a powerful light that affects all sighted creatures that do not posses <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a>. Those that succeed on their saves are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> for 1 round per level; those who fail are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for the same duration.</p>


name: Darkness
level: antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, shaman 2, sorcerer/wizard 2
school: evocation [darkness]
casting_time: 1 standard action
components: V, M/DF (bat fur and a piece of coal)
range: touch
target: object touched
duration: 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than<i> darkness</i>. </p><p>If <i>darkness</i> is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.</p><p>This spell does not stack with itself. <i>Darkness</i> can be used to counter or dispel any light spell of equal or lower spell level. </p>


name: Darkvault
level: alchemist 3, cleric 5, druid 5, psychic 5, shaman 5, sorcerer/wizard 5, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S, M (a stone that has never seen sunlight)
range: close (25 ft. + 5 ft./2 levels) Area 30-ft.-radius emanation
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
<p>You ward an area’s shadows such that light cannot penetrate them.</p><p>The illumination level in the affected area no longer changes when non-magical light enters it. Any magical effect must succeed at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC = 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) in order to change the light level within the spell’s radius. <em>Darkvault</em> has no effect on spells or effects that would make the spell’s area darker.</p><p>The spell must be cast on an area, such as a cave or room. A spellcaster of 11th level or higher can make <em>darkvault</em> permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/d/p/permanency" style="font-style: italic">permanency</a> spell, at a cost of 7,500 gp.</p>


name: Darkvision
level: alchemist 2, antipaladin 2, psychic 2, ranger 3, sorcerer/wizard 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (either a pinch of dried carrot or an agate)
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject gains the ability to see 60 feet even in total darkness. <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">Darkvision</a> is black and white only but otherwise like normal sight.</p><p><i>Darkvision</i> can be made permanent with a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/"><i>permanency</i></a> spell.</p><div style="margin-left: 40px">


name: Darting Duplicate
level: antipaladin 1, bard 1, magus 1, shaman 1, sorcerer/wizard 1, witch 1
school: illusion (figment)
casting_time: 1 swift action
components: V, S
range: 5 ft.
effect: visual figment of the caster
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.</p><p>Any creature that threatens that square must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or make an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a> against the image. The image’s AC is equal to 10 + 1/2 your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, but as a <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Figment">figment</a>, the image is unaffected by any attack.</p>


name: Daybreak Arrow
level: cleric 3, inquisitor 3, paladin 3
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: touch
target: up to 50 pieces of ammunition, all of which must be together at the time of casting
duration: 10 minutes/level
saving_throw: Fort negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>You cause ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">Undead</a> and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown.</p>


name: Daylight
level: bard 3, cleric/oracle 3, druid 3, inquisitor 3, magus 3, paladin 3, shaman 3, sorcerer/wizard 3
school: evocation [light]
casting_time: 1 standard action
components: V, S
range: touch
target: object touched
duration: 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light). Creatures that take penalties in bright light take them while within the 60-foot radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by such light.</p><p>If <i>daylight</i> is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.</p><p><i>Daylight</i> brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.</p><p><i>Daylight</i> counters or dispels any darkness spell of equal or lower level, such as <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness">darkness</a></i>.</p>


name: Daywalker
level: antipaladin 4, cleric 5, sorcerer/wizard 5, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, M (a black glass vial containing unholy water )
range: touch
target: undead creature touched
duration: 24 hours (D)
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>You reshape the substance of a willing <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature to resemble a living, breathing creature of the same size. This is a physical change to the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature’s bone, flesh, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> ectoplasm, adding new flesh or bone and even hair, teeth, and blood, all of which demonstrate false signs of life that mimic a living creature’s breathing and other physiological processes. An <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> creature using <i>daywalker</i> ceases to be <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> for the duration of the spell, gaining a physical corpse body. Creatures interacting with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> can attempt a <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check (DC = 30 or DC = 21 + the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead’s</a> <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> modifier, whichever is higher) to realize that the signs of life are false, and a close examination with a <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check always reveals the truth of the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> flesh.</p><p>If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> has the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Frightful-Presence-Ex-">frightful presence</a>, <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/universal-monster-rules#TOC-Light-Blindness-Ex-">light blindness</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Light-Sensitivity-Ex-">light sensitivity</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Stench-Ex-">stench</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Sunlight-Powerlessness-Ex-">sunlight powerlessness</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Unnatural-Aura-Su-">unnatural aura</a> abilities, the spell suppresses them. An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature whose touch normally deals damage, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">ability drain</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/e/energy-drain">energy drain</a> doesn’t do so while under the spell’s effects.</p><p>The target of this spell may end its duration at any time as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>.</p>


name: Daze
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of wool or similar substance)
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature of 4 HD or less
duration: 1 round
saving_throw: Will negates
spell_resistance: yes
level:
bard 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

description:
<p>This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> subject is not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a>, so attackers get no special advantage against it. After a creature has been <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> by this spell, it is immune to the effects of this spell for 1 minute.</p><p style="margin-left: 40px"><b>Dazed Condition</b>: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a>.</p><div style="margin-left: 40px">


name: Daze Monster
level: bard 2, bloodrager 2, psychic 2, sorcerer/wizard 2, summoner/unchained summoner 1, witch 2
school: enchantment (compulsion) [mind-affecting]
range: medium (100 ft. + 10 ft./level)
target: one living creature of 6 HD or less
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/daze/">daze</a></i>, but it can affect any one living creature of any type. Creatures of 7 or more HD are not affected.</p>


name: Dazzling Blade
level: bard 1, sorcerer/wizard 1
school: illusion (pattern)
casting_time: 1 swift action
components: V, S
range: Touch
target: one metal weapon
duration: 1 minute/level
saving_throw: Will negates (see text)
spell_resistance: yes (harmless, object)
description:
<p><i>Dazzling blade</i> makes a weapon appear dazzlingly shiny, as if crafted from pure silver and heavily polished. In combat, the flashing movements of a <i>dazzling blade</i> become almost hypnotic. The wielder of a weapon under the effects of <i>dazzling blade</i> gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on all <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> checks made to <a href="https://www.d20pfsrd.com/skills/bluff#TOC-Feint">feint</a> in combat. The wielder also gains a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> on all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus" rel="nofollow">CMB</a> checks made to <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> a foe, and a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Competence-Bonus">competence bonus</a> to his <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense" rel="nofollow">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a> attempts made against the weapon bearing the <i>dazzling blade</i> effect. This bonus increases by +1 for every 3 caster levels, to a maximum bonus of +5 at 12th level.</p><p>The wielder of a <i>dazzling blade</i> can discharge the spell into a blinding burst of silvery light as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>. The wielder selects an adjacent opponent as the focal point of this burst of light—that creature must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to avoid being <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blinded</a> for 1 round (with a successful save, the creature is instead <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazzled">dazzled</a> for 1 round).</p><p>Despite its shiny appearance, a <i>dazzling blade</i> grants no extra benefit against creatures that are vulnerable to silver.</p>


name: Deadeye’s Arrow
level: cleric/oracle 2, druid 1, inquisitor 1, paladin 1, ranger 1, magus 1
school: evocation (electricity)
casting_time: 1 standard action
components: V, S, M (one arrow)
range: medium (100 ft. + 10ft./level)
duration: instantaneous or 1 round (see text)
saving_throw: none
spell_resistance: yes
description:
<p>You create an arrow made of crackling electricity, which you may use for one of two effects.</p><ul>
<li><em>Attack</em>: You may throw the arrow up to Medium range or fire it from a bow up to the bow’s maximum range. Either use is a ranged touch attack. The arrow deals 1d6 points of electricity damage + 1 point per level (maximum +5).</li>
<li><em>Beacon</em>: You throw or fire the arrow straight up. When it reaches maximum range or a solid surface (such as the roof of a cave) it explodes in a peal of thunder and forms a forked bolt of electricity resembling Erastil’s holy symbol, which lingers for 1 round. The thunder and lightning are as loud and bright as natural thunder and lightning, but they do not harm any nearby creatures</li>
</ul>


name: Deadeye’s Lore
level: bard 1, cleric 1, druid 1, inquisitor 1, ranger 1
school: divination
casting_time: 1 round
components: V, S
range: personal
target: you
duration: 1 hour/level
description:
<p>While subject to this spell, you take upon yourself the mantle of the hunter, channeling the insights of the spirits of the wild.</p><p>You gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on all <a href="https://www.d20pfsrd.com/skills/survival">Survival</a> checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.</p>


name: Deadly Finale
level: bard 6
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You must have a <a href="https://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance">bardic performance</a> in effect to cast this spell.</p><p>With a flourish, you immediately end your performance, dealing 2d8 points of sonic damage to each target. In addition, each target takes 3d6 points of <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage for 1d6 rounds. A save negates the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a> damage but not the sonic damage.</p>


name: Deadly Juggernaut
level: antipaladin 3, cleric 3, inquisitor 3, paladin 3
school: necromancy [death]
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> on melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, melee weapon damage rolls, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> checks, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> equal to or greater than your <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> –4.</p>


name: Deadman’s Contingency
level: bard 4, cleric 4, psychic 4, sorcerer/wizard 4, witch 4
school: evocation
casting_time: 10 minutes or more; see text
components: V, S, M (a scorpion’s tail), F (ivory statuette of you worth 1,500 gp)
range: personal
target: you
duration: up to 1 hour/level plus 1d6 rounds (D); see text
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/c/contingency">contingency</a>, except as noted above. This spell also only comes into effect after your death and works only with certain spells. The companion spell triggers 1d6 rounds after your death. All decisions made involving the companion spell must be made when <i>deadman’s contingency</i> is cast (including messages and recipients for spells like <a class="spell" href="https://www.d20pfsrd.com/magic-mouth">magic mouth</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/s/sending">sending</a>).</p><p>If the spell targets an object or appears in a certain location, it must target or be centered on your corpse.</p><p>The following spells can be companion spells for <i>deadman’s contingency</i>: <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/a/animate-dead">animate dead</a> (animating your corpse as an uncontrolled <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>), <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/f/fireball">fireball</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/g/gentle-repose">gentle repose</a>, <a class="spell" href="https://www.d20pfsrd.com/magic-mouth">magic mouth</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/m/major-image">major image</a> (with a duration of 3 rounds), <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/p/permanent-image">permanent image</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/s/sending">sending</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/s/stinking-cloud">stinking cloud</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/t/teleport-object">teleport object</a>.</p>


name: Deafening Song Bolt
level: bard 5
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>Three notes you sing or perform become tangible bolts of arcane energy that shriek across the battlefield. Each bolt requires a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to hit and deals 3d10 points of sonic damage, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafening</a> the target for 1d6 rounds. The bolts may be fired at the same or different targets, but all must be fired simultaneously.</p>


name: Death Candle
level: antipaladin 1, cleric 2, inquisitor 2, witch 2
school: necromancy [death, evil, fire]
casting_time: 1 round
components: V, S
range: touch
target: living creature touched
duration: instantaneous/1 round per HD of subject; see text
saving_throw: Fort negates
spell_resistance: yes
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/death-knell">death knell</a>, except instead of using the slain target’s life energy to enhance yourself, you use it to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Summon-Sp-">summon</a> a Small <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/elemental-fire">fire elemental</a> resembling a burning, howling version of the slain creature. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a> acts immediately on your turn and otherwise behaves as if you had summoned it with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/s/summon-monster">summon monster II</a>. The <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Elemental">elemental</a> remains for a number of rounds equal to the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> of the slain creature.</p>


name: Death Clutch
level: cleric 8, druid 9, psychic 8, sorcerer/wizard 8, witch 8
school: necromancy [death, evil]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one living creature
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. A target with 200 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> remaining that fails its saving throw is instantly reduced to a number of negative <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> or its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score – 1, whichever is less negative. The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> until the beginning of your next turn, at which point it dies. If the affected creature receives a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/r/regenerate">regenerate</a> spell before the beginning of your next turn, the creature gains the normal benefits of that spell and, thanks to its heart’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-">regeneration</a>, it doesn’t immediately die when your next turn begins. If a creature that dies from death clutch is brought back from the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> by a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/b/breath-of-life">breath of life</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/r/raise-dead">raise dead</a> spell, it must also be targeted with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/r/regenerate">regenerate</a> on the following round to restore its missing heart or be unable to return to life.</p><p>A target with 201 or more <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> that fails its saving throw manages to keep its heart from leaping out of its chest, but it is still <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 1 minute and takes 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Drain">Constitution drain</a> and 1d4 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed">bleed</a>.</p><p>Regardless of its current <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, if the target succeeds at its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save, it is still <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> until the beginning of your next turn as it feels its heart wrenching within its chest.</p>


name: Death Knell
level: antipaladin 1, cleric/oracle 2, inquisitor 2, witch 2
school: necromancy [death, evil]
casting_time: 1 standard action
components: V, S
range: touch
target: living creature touched
duration: instantaneous/10 minutes per HD of subject; see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has -1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. This increase in effective caster level does not grant you access to more spells. These effects last for 10 minutes per HD of the subject creature.</p>


name: Death Knell Aura
level: cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4
school: necromancy [death, evil]
casting_time: 1 standard action
components: V, S
range: 20 ft.
area: 20-ft.-radius emanation, centered on you
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You gain a shimmering gray aura that feeds on the souls of creatures who die within it. The aura sheds light as a candle. If a creature at –1 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> is within the aura at the start of its turn, it must save or die, granting you the benefits of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/death-knell">death knell</a>.</p><div style="margin-left:40px">


name: Death Pact
level: bard 5, mesmerist 5, psychic 6, witch 6
school: enchantment [mind-affecting]
casting_time: 1 minute
components: V, S, M (a contract signed in blood)
range: touch
target: one creature
duration: 24 hours
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>You take control of a creature’s mind and implant deadly subconscious commands. This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-person">dominate person</a>, allowing you to control your subject and see through her senses, but also implants a powerful burst of psychic energy in the subject’s mind. At any point during the spell’s duration, you can trigger this burst as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>, dealing 1d8 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> half) to the subject. If this damage is enough to reduce to target to 0 or fewer <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, the target dies instantly.</p><p>Your target can also willingly trigger this psychic burst as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a>. You can specify conditions (such as being captured) when she should do so, though such orders are considered dangerous and allow the subject a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw with a +2 bonus.</p>


name: Death Ward
level: alchemist 4, cleric/oracle 4, druid 5, inquisitor 4, paladin 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, DF touch living creature touched 1 min./level Will negates (harmless) yes (harmless)
range: touch
target: living creature touched
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p> The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is granted a save to negate such effects even if one is not normally allowed. The subject is immune to <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Energy-Drained">energy drain</a> and any negative energy effects, including channeled negative energy. </p><p> This spell does not remove <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Energy-Drained">negative levels</a> that the subject has already gained, but it does remove the penalties from <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Energy-Drained">negative levels</a> for the duration of its effect. </p><p> <i>Death ward</i> does not protect against other sorts of attacks, even if those attacks might be lethal. </p>


name: Deathwatch
level: cleric/oracle 1
school: necromancy
casting_time: 1 standard action
components: V, S
range: 30 ft.
area: cone-shaped emanation
duration: 10 min./level
saving_throw: none
spell_resistance: no
description:
<p>Using the powers of <a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">necromancy</a>, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). <i>Deathwatch</i> sees through any spell or ability that allows creatures to feign death.</p><div class="ed-note-outer">
<p class="ed-note-header">Editor’s Note</p>
<div class="ed-note-txt">
<p style="font-weight: bold">Does deathwatch detect things you can’t see?</p>
<p>The following information was provided by Michael Brock, who previously served as Pathfinder Society’s campaign coordinator. He is not a developer, but this information likely applies to PFS organized play:</p>
<p><em>“It is intended to be used only on creatures already perceived. You have to be able to see the creature to instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). It doesn’t magically advise or let you see or know there is an invisible creature or a very stealthy creature in the area and what the health and condition of that creature is.”</em></p>
<p class="source">[<a href="http://paizo.com/threads/rzs2p1t1?DeathwatchNo-Ambushes-Pinpoint-all-Invisible#8" rel="nofollow noopener" target="_blank">Source</a>]</p>
</div>
</div>


name: Deathwine
level: alchemist 2, cleric 2, sorcerer/wizard 3, witch 3
school: necromancy
casting_time: 1 minute
components: V, S
range: touch
target: 1 potion touched/level
duration: 1 hour/level
saving_throw: none (object)
spell_resistance: no (object)
description:
<p>This spell allows you to turn a <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> into a temporary pool of necromantic energy. Only a <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> created using a <a href="https://www.d20pfsrd.com/magic#TOC-Conjuration">conjuration</a> (<a href="https://www.d20pfsrd.com/magic#TOC-Conjuration-Healing">healing</a>) spell can be affected by this spell. An affected <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> turns dark red and reveals a necromantic aura if <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a> is cast on it while it remains under this spell’s effects.</p><p>When you drink a <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> affected by this spell, you do not gain the <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion’s</a> normal effect. Instead, the first <a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">necromancy</a> spell you cast within the next minute is cast at a higher <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The bonus to <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> is equal to the spell level of the spell used to create the <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> that <i>deathwine</i> affects. For example, a 5th-level <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> who drinks <i>deathwine</i> made from a <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion of</a> <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/c/cure-serious-wounds">cure serious wounds</a> would cast his next <a href="https://www.d20pfsrd.com/magic#TOC-Necromancy">necromancy</a> spell as an 8th-level caster, as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/c/cure-serious-wounds">cure serious wounds</a> is a 3rd-level spell.</p><p>In addition, any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature (or other creature healed by negative energy) that drinks a <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> affected by <i>deathwine</i> is healed of 1d8 points of damage. Any <a class="spell" href="https://www.d20pfsrd.com/magic-items/potions">potion</a> not imbibed before this spell’s duration expires is destroyed at the end of the <i>deathwine’s</i> duration.</p>


name: Debilitating Pain
level: psychic 3, witch 3
school: enchantment (compulsion) [mind-affecting, pain]
casting_time: 1 standard action
components: V, S, M
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 round/3 levels
saving_throw: Will partial (see text)
spell_resistance: yes
description:
<p>The target is overcome with intense pain, causing it to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> on a failed save or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> for 1 round on a successful save.</p><div style="margin-left: 20px">


name: Debilitating Portent
level: cleric 4, witch 4
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level (D) see text
saving_throw: none
spell_resistance: yes
description:
<p>The target is surrounded by a glowing green aura of ill fate. </p><p>Each time the spell’s subject makes an attack or casts a spell, it must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw with a DC = 10 + 1/2 <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> + <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> (in the case of <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracles</a>), <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> (in the case of witches), or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> (in the case of <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a>). If it fails the saving throw, it deals half damage with the attack or spell. You can dismiss this spell as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> when the target confirms a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>; doing so negates the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>. The attack that you negated still hits, but only deals half damage.</p>


name: Debilitating Speech
level: sorcerer/wizard 4
school: enchantment [language-dependent, mind-affecting]
casting_time: see below
components: V, S
range: close (25 feet + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>By speaking eloquently on the subject of your opponents’ ineptitude in combat, past failures, personal hygiene, or other faults, you sap their will to fight.</p><p>This spell can be cast as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> or as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>. If cast as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, it takes effect in 1d4 rounds following the spell’s casting. If cast as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a>, it takes effect 1 round after its casting. Enemies with 4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> or fewer are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>, enemies with 5–8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Cowering">cowering</a>, and enemies with more than 8 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Dice</a> are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>.</p>


name: Decapitate
level: inquisitor 5, magus 6, psychic 6, sorcerer/wizard 6
school: evocation
casting_time: 1 immediate action
components: V, S, F (a sliver from a guillotine blade)
range: close (25 ft. + 5 ft./2 levels)
target: one creature (see text)
duration: instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>You can cast this spell only as a response to a confirmed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> against the target that would deal slashing damage. If the target fails the saving throw and has a discernible head, the attack deals an extra 4d6 points of damage and the critical multiplier of the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> increases by 1. If the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> then brings the target to 0 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> or fewer, the target is instantly decapitated and dies unless it can survive decapitation. Even on a successful saving throw, the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> deals an extra 4d6 points of damage.</p>


name: Deceitful Veneer
level: antipaladin 3, bard 4, inquisitor 4, medium 3, mesmerist 4, psychic 4, witch 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 10 minutes/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You subtly alter both the target’s aura and subtle cues in its body language, tone of voice, and word choice, which makes everything that the target says seem to be a lie. Every statement that the target makes appears to be a lie under both magical scrutiny (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/discern-lies">discern lies</a>) and mundane scrutiny (such as using the <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> skill). Someone who closely scrutinizes the target can determine when it is actually telling the truth with a successful <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check (DC = 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>).</p><p>As long as you are within close range of the target, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> you can suppress or resume the effects of this spell, allowing you to let the target seem to be telling the truth at some times and still seem to be lying at others.</p>


name: Deceptive Redundancy
level: bard 5, mesmerist 5, psychic 5, sorcerer/wizard 5
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
duration: 10 minutes/level or until triggered, then 1 round/level
saving_throw: none
spell_resistance: no
description:
<p class="desciption">You create a contingent ward that defies those who would dispel your magic, convincing them that their spell worked.</p><p>When a spell such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> would end one of your spells that’s affecting you, you can dismiss deceptive redundancy as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> to attempt an opposed <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against the spellcaster. If you succeed, the dispelling effect fails to end your spell, and your spell’s aura becomes difficult to detect for 1 round per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Any <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> attempted during this time fails to perceive the spell’s aura unless the caster succeeds at a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check (DC = 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>). Deceptive redundancy is most effective when hiding auras for spells that don’t have easily perceived effects, rather than visually obvious spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/enlarge-person">enlarge person</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fire-shield">fire shield</a>.</p>


name: Decollate
level: alchemist 4, antipaladin 4, cleric 5, psychic 6, sorcerer/wizard 5, spiritualist 4, witch 5
school: necromancy
casting_time: 1 standard action
components: V, S, F (a red wax pencil)
range: touch
target: one willing humanoid or monstrous humanoid creature
duration: 24 hours
saving_throw: none
spell_resistance: yes (harmless)
description:
<p>A thin red line circles the target’s neck. The target’s head becomes detachable so long as she removes it willingly. While the target’s head is detached, she gains <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 2/— and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> to decapitation effects and other effects that require their target to have a head or a particular facial feature. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> so long as she has no head, but she gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a> to a distance of 15 feet. The target hears normally even without its head.</p><p>While detached, the target’s head appears to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a>. The target can’t see through its eyes or hear events around the head. The target’s body knows the direction and distance to its head. Without additional protection, the severed head has AC 7, <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 5, and 10 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>. Destroying the head while the spell is in effect kills the target of the spell. If the spell’s duration expires normally without the head being reattached, the target dies. If either the target or the head are removed to a different plane, or if the spell is dispelled, the head teleports back to its owner and reattaches without further harm.</p>


name: Decompose Corpse
school: necromancy
casting_time: 1 standard action
components: V, S, M (a pinch of dried toadstool)
range: touch
target: one corpse or corporeal undead
duration: instantaneous or 1 minute; see text
saving_throw: Fortitude negates (object)
level:
cleric/oracle 1, druid 1, medium 1, occultist 1, psychic 1, sorcerer/wizard 1, spiritualist 1, witch 1

description:
<p>Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton. If it is cast on a non-skeletal corporeal <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>, the creature takes a –2 penalty on all rolls and to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> for 1 minute.</p>


name: Decrepit Disguise
level: bard 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./level)
target: one object of no more than 10 cu. ft./level
duration: 1 day/level
saving_throw: none (object) or Will disbelief (if interacted with)
spell_resistance: no
description:
<p>You make an object seem like a worthless version of itself. A masterwork or magic sword could seem to be a useless, rusting, discarded blade, and a luxurious throne could appear to be a decrepit wooden chair. If used against an attended object, the wielder can immediately attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to disbelieve the effect. Decrepit disguise counters and dispels quintessence.</p><p>Decrepit disguise can be made permanent with a <a href="https://www.d20pfsrd.com/magic/all-spells/p/permanency/" style="font-style: italic">permanency</a> spell by a caster of 9th level or higher for the cost of 500 gp.</p>


name: Deep Slumber
level: bard 3, mesmerist 3, occultist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3
school: enchantment (compulsion) [mind-affecting]
range: close (25 ft. + 5 ft./2 levels)
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sleep/">sleep</a></i>, except that it affects 10 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> of targets.</p>


name: Deeper Darkness
level: antipaladin 3, cleric/oracle 3, inquisitor 3, shaman 3
school: evocation [darkness]
duration: 10 min./level (D)
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/darkness/">darkness</a>, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> cannot see within the spell’s confines.</p><p>This spell does not stack with itself. <i>Deeper darkness</i> can be used to counter or dispel any light spell of equal or lower spell level.</p>


name: Defending Bone
level: cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, F (a Medium creature’s skull or femur), DF
range: personal
target: you
duration: 1 hour/level or until discharged
saving_throw: none
spell_resistance: no
description:
<p>You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks.</p><p>You gain <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 5/bludgeoning. Once the bone has prevented a total of 5 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 50 points), it is destroyed and the spell is discharged. This spell has no effect if you have <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> from another source.</p>


name: Defending Sword
level: magus 6, occultist 6, psychic 7, sorcerer/wizard 6
school: evocation [force]
casting_time: 1 standard action
description:
<p>You create a sword of force that functions as mage’s sword except as described here. The sword does not receive the additional +3 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> a mage’s sword receives, and deals 3d6 points of force damage. You cannot command the sword. Until the sword is triggered, it hovers in your space without interfering with your actions. While hovering in this way, the sword attempts to defend you from incoming attacks, granting you a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> to your AC. The first time a foe within close range damages you or forces you to attempt a saving throw that you fail, the sword is triggered and begins attacking that target as described in mage’s sword for the duration of the spell. This ends the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a>. You cannot direct the sword to defend against a new target once it has begun to attack. If its target moves beyond the sword’s range, the sword returns to you and hovers until the target is again within range. The sword’s return does not restore the spell’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Shield-Bonus">shield bonus</a> to AC.</p><div style="margin-left:20px">


name: Defensive Grace
level: investigator 5
school: transmutation
casting_time: 1 standard action
components: V, S, M (a living fly)
range: personal
target: you
duration: 1 round/level (D; see below)
description:
<p>Each round you can roll an inspiration die without expending a use of inspiration and gain the result as a <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Dodge-Bonus">dodge bonus</a> to AC for that round. You are immune to precision damage (including the extra damage from the precise strike deed, <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Sneak-Attack">sneak attack</a>, studied combat, and studied strike).</p><p>If a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a> is confirmed against you, you can dismiss this spell as an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> to negate the critical and make the attack instead deal normal damage.</p>


name: Defensive Shock
level: alchemist 2, bloodrager 2, magus 2, sorcerer/wizard 2
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, M (a hollow metal sphere)
range: personal
target: you
duration: 1 minute/level or until discharged
description:
<p>Electrical energy floods your body, shocking the next creature that touches you. Any creature striking you with its body or a handheld weapon takes 1d6 points of electricity damage per two caster levels (maximum 6d6). If the attacker has <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>, it applies against this damage. Each time the spell discharges, the number of damage dice it deals is halved (rounded down); when the spell’s damage dice reach 0, the spell ends.</p>


name: Defile Armor
level: antipaladin 3, inquisitor 4
school: abjuration [evil]
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 minute/level
saving_throw: Will negates (harmless, object)
spell_resistance: yes (harmless, object)
description:
<p>As <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sanctify-armor">sanctify armor</a>, except you gain <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Damage-Reduction-Ex-or-Su-">DR</a> 5/<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Good">good</a> when using your <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgment</a> or <a href="https://www.d20pfsrd.com/classes/alternate-classes/antipaladin#TOC-Smite-Good-Su-">smite</a> ability. </p>


name: Deflect Blame
level: bard 2, mesmerist 2, psychic 2, sorcerer/wizard 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 immediate action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>You can cast this spell immediately after attacking a creature, causing that creature to believe that a different creature that threatens it was responsible for the attack rather than you.</p><p>You can instead cast this spell immediately after a failed <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a>, <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, or <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> check, causing the target of that check to believe that a different creature you designate within spell range was responsible for the content of that failed check. Using the spell in these ways doesn’t compel the target to undertake a specific action in response to its belief of where the blame lies.</p>


name: Deflection
level: sorcerer/wizard 7
school: abjuration [force]
casting_time: 1 standard action
components: V, S, M (a piece of rubber dipped in glue)
range: personal
duration: 1 round/level
description:
<p>You surround yourself in a whirling barrier of force that sends any attack that misses you hurling back toward its source.</p><p>This applies to any melee or ranged attack directed against you so long as it uses an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> to determine whether or not it strikes you. If an attack misses you, the attacker must make a second <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> against its own <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a>, using all of the applicable modifiers of the original attack and if it hits, the attacker takes the attack’s damage and suffers all the other consequences of getting struck with that attack. You cannot deflect attacks that miss you for any reason besides a failed <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> (such as <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>). Similarly, you cannot deflect attacks that actually do strike you but simply fail to do any harm. </p>


name: Defoliate
level: druid 2, ranger 1, sorcerer/wizard 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (a locust)
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread. This effect removes the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Cover">cover</a> and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a> provided by trees and undergrowth, eliminates the movement penalties associated with undergrowth, and so forth.<br/><br/>You may also target a single plant creature with this spell. You must succeed on a ranged touch attack to hit your target. An affected plant creature takes 2d8 points of damage.</p>


name: Deft Digits
level: bard 3, medium 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: Medium (100 ft. + 10 ft./level)
target: 1 unattended gauntlet or glove
duration: 10 minutes/level
saving_throw: None (harmless, object)
spell_resistance: no
description:
<p>You animate the target of the spell, manipulating the glove with your own hand from a distance. The glove moves as you direct it with a fly speed of 30 feet and average maneuverability. Directing the glove is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, though the glove can move up to its speed and perform a task in the same action. You can attempt <a href="https://www.d20pfsrd.com/skills/disable-device">Disable Device</a> and <a href="https://www.d20pfsrd.com/skills/sleight-of-hand">Sleight of Hand</a> checks using the glove, though attempting these checks at a distance increases the normal skill check DCs by 5, or by 20 if you do not have line of sight to the object you are manipulating. The glove can also lift or drag objects using your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> as your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score. The glove cannot wield weapons or make attacks effectively while this spell is in effect. If you cast this spell on a magical glove, its innate magic is suppressed for the duration of the spell.</p>


name: Deja Vu
level: bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 2 rounds
saving_throw: none
spell_resistance: yes
description:
<p>You reach into the target’s mind and put its thought processes into a temporary loop. Whatever full-round, standard, or move actions the creature takes on its first turn after you cast this spell, it must repeat on the turn after that. The creature must take the same type of actions in the same order (for example, making a full attack, casting a specific spell, withdrawing, attempting a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a>, or activating a magic item) and must act against the same target or targets, but doesn’t have to make exactly the same choices (such as using <a href="https://www.d20pfsrd.com/feats/combat-feats/power-attack-combat/">Power Attack</a> when attacking, moving exactly 15 feet, or choosing “drop” for the <a href="https://www.d20pfsrd.com/magic/all-spells/c/command" style="font-style: italic">command</a> spell). If the circumstances would prevent the target from repeating an action, such as if the target of its attack is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> or the target cannot cast the same spell again, the target instead becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> until the spell ends. A creature currently affected by <em>deja vu</em> can’t be targeted with another <em>deja vu</em> spell. A creature affected by <em>deja vu</em> can’t <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Delay">delay</a>, and if it readies an action on its first turn, it must ready the same action on its second turn.</p>


name: Delay Disease
level: alchemist 2, cleric 2, druid 2, inquisitor 2, paladin 2, ranger 2, witch 1
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 day
saving_throw: Fort negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target becomes temporarily immune to <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>. Any <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> to which it is exposed during the spell’s duration does not affect the target until the spell’s duration has expired. If the target is currently infected with a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a>, you must make a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> check against the <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease’s</a> DC to suspend it for the duration of the spell; otherwise, that <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> affects the target normally. <i>Delay disease</i> does not cure any damage a <a href="https://www.d20pfsrd.com/gamemastering/afflictions/diseases">disease</a> may have already done.</p>


name: Delay Pain
level: bard 2, cleric/oracle 2, bloodrager 2, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2
school: enchantment [emotion]
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 hour/level
saving_throw: Will negates
description:
<p>You override the target’s ability to feel pain. Pain effects (such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/pain-strike/"><i>pain strike</i></a> and <a href="https://www.d20pfsrd.com/magic/all-spells/s/symbol-of-pain/" style="font-style: italic">symbol of pain</a>) do not affect the target until this spell’s duration has expired. This does not negate any physical damage, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ability-Damage-and-Drain-Ex-or-Su-">ability damage</a>, or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ability-Damage-and-Drain-Ex-or-Su-">ability drain</a> that a pain effect has already done, but it does negate ongoing penalties from pain while the spell lasts.</p>


name: Delay Poison
level: alchemist 2, bard 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 1, shaman 2, witch 2
school: conjuration (healing)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. <i>Delay poison </i>does not cure any damage that poison may have already done.</p><div style="margin-left:40px">


name: Delayed Blast Fireball
level: sorcerer/wizard 7
school: evocation [fire]
duration: 5 rounds or less; see text
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/f/fireball">fireball</a>, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by <i>delayed blast fireball</i> can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.</p>


name: Delayed Consumption
level: alchemist 5
school: transmutation
casting_time: 1 standard action
components: S
range: personal
duration: 1 day/level (D) or until discharged
description:
<p>When you consume this extract, you quickly consume another extract of your choice-this second extract’s effects do not come into effect until a later point. You must consume this second, companion extract on the round following <i>delayed consumption</i> or waste the extract. The companion extract can be no higher than 4th level, and you must pay any costs associated with the companion extract when you consume it.</p><p>At any point during the duration of this extract, you can cause the companion extract to take effect as an immediate action. You can only have one <i>delayed consumption</i> in effect at one time. If a second is consumed, the first is dispelled without any effect.</p>


name: Delectable Flesh
level: druid 7, shaman 7, sorcerer/wizard 6, witch 6
school: transmutation [mind-affecting, polymorph]
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
duration: 1 minute/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>Choose a creature within range as the object of hunger. All other creatures within 15 feet of the target that can see or smell the target’s delectable flesh must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or spiral into a depraved state from which they gain a single purpose—to consume as much of the target’s delicious flesh as possible. the creature chosen as the target of this spell is not affected by this depravity.</p><p>A depraved creature gains a bite attack, two claw attacks, and the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Scent-Ex-">scent</a> ability if it didn’t already have them. It drops any items it was carrying and attacks the target of the spell with these <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural weapons</a>, acting as if it were <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> and the target had attacked it first. This effect lasts for the spell’s duration or until the depraved creature can no longer see or smell the object of its hunger for a full minute. Additionally, a depraved creature can attempt a new saving throw to end this effect at the end of any turn in which the affected creature makes an attack against the object of its hunger. If a creature that eats for nourishment succeeds at a save to end the depraved effect early, it takes a –2 penalty on ability checks, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a>, <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks, saving throws, and skill checks whenever it is within 15 feet of the target.</p>


name: Delusional Pride
level: bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: enchantment (compulsion) [emotion, mind-affecting]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute
saving_throw: Will negates
description:
<p>The target becomes so distracted by an overblown sense of its worth that it takes a –2 penalty on attacks and skill checks. However, this feeling also gives the target a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a> on saves against <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Charm-and-Compulsion">charm and compulsion</a> effects.</p>


name: Demand
level: sorcerer/wizard 8, witch 8
school: enchantment (compulsion) [mind-affecting]
casting_time: 10 Minutes standard action
components: V, S, M/DF (fine copper wire)
range: See Description
target: 1 Creature
duration: 1 round
saving_throw: Will partial
spell_resistance: yes
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/sending">sending</a>, but the message can also contain a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a> (see the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a> spell), which the subject does its best to carry out. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save negates the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a> effect but not the contact itself. The <i>demand</i>, if received, is understood even if the subject’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the <i>demand</i> is issued, the message is understood but the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a> is ineffective.</p><p>The <i>demand’s</i> message to the creature must be 25 words or less, including the <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion">suggestion</a>. The creature can also give a short reply immediately.</p>


name: Demand Offering
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: 5 ft.
target: one creature
duration: instantaneous or 1 round
saving_throw: Will negates
spell_resistance: yes
level:
antipaladin 1, bard 2, inquisitor 2, mesmerist 1, occultist 2, psychic 2, sorcerer/wizard 2, witch 2

description:
<p>A creature that fails its save uses an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> to hand you whatever object it’s currently wielding or holding. If the target doesn’t have an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Immediate-Actions">immediate action</a> available, it uses a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> at the beginning of its next turn to hand you the object. If it’s currently holding or wielding more than one item, determine randomly which item it gives you. If you’re no longer adjacent to the creature when it has to give you the item, the spell ends with no effect. A creature that isn’t holding an item when you cast this spell is unaffected.</p>


name: Demanding Message
level: bard 3, medium 3, mesmerist 3, occultist 4, psychic 3, sorcerer/wizard 4, witch 4
school: enchantment (compulsion) [language-dependent, mind-affecting]
duration: 10 minutes/level, then 1 hour/level or until completed (D); see text
saving_throw: Will negates (see text)
spell_resistance: yes; see text
description:
<p>This spell initially functions as <a href="https://www.d20pfsrd.com/magic/all-spells/m/message/" style="font-style: italic">message</a> (allowing no save or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a>). Once during the message effect, you can concentrate as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to issue a <a href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion/" style="font-style: italic">suggestion</a> to one target as part of delivering a message. Spell resistance and a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save apply to the <a href="https://www.d20pfsrd.com/magic/all-spells/s/suggestion/" style="font-style: italic">suggestion</a>, and it lasts for 1 hour per level or until completed.</p><div style="margin-left: 20px">


name: Denounce
level: bard 4, inquisitor 4
school: enchantment (compulsion) [language-dependent, mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
area: 30-ft.-radius burst
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You speak out against a single creature within line of sight and turn possible allies against it by drawing upon the power of your voice and conviction. Creatures in the area who can see the <i>denounced</i> creature must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> Saving Throw or have their starting attitude toward the <i>denounce</i>d creature worsened by two levels (see <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> skill or table on this page for details). For example, creatures previously indifferent to the subject turn unfriendly.</p><p><a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks made to reverse the effects of <i>denounce</i> are made at a -10 penalty.</p>


name: Depilate
level: bard 1, druid 1, sorcerer/wizard 1, witch 1
school: necromancy
casting_time: 1 round
components: S, M (a sliver of cow’s tongue)
range: medium (100 ft. + 10 ft./level)
target: one creature with hair or fur
duration: instantaneous
saving_throw: Will negates
spell_resistance: yes
description:
<p>This simple jinx causes a target’s hair or fur to fall out in patchy clumps, leaving the creature disheveled and less commanding.</p><p>A jinxed creature takes a –2 penalty on all <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/perform">Perform</a> checks until the hair begins to regrow 1 week later, or until the damage can be concealed with a successful <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> or <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check (the DC is equal to the original save DC of the spell). A successful <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/r/remove-curse">remove curse</a>, or similar effect instantly regrows the target’s hair or fur and removes the spell’s effects.</p>


name: Desecrate
level: antipaladin 2, cleric/oracle 2, inquisitor 2
school: evocation [evil]
casting_time: 1 standard action
range: close (25 ft. + 5 ft./2 levels)
area: 20-ft.-radius emanation
duration: 2 hours/level
saving_throw: none
spell_resistance: yes
description:
<p>This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a <i>desecrated</i> area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.</p><p>If the <i>desecrated</i> area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).</p><p>Furthermore, anyone who casts <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/animate-dead">animate dead</a></i> within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).</p><p>If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the <i>desecrate</i> spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.</p><p><i>Desecrate</i> counters and dispels <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/c/consecrate/">consecrate</a></i>.</p>


name: Desperate Weapon
school: conjuration (creation)
casting_time: 1 swift action
components: V
range: personal
effect: one-handed improvised weapon
duration: 1 minute/level
saving_throw: none
spell_resistance: no
level:
antipaladin 1, bard 1, bloodrager 1, cleric 1, inquisitor 1, magus 1, occultist 1, ranger 1, sorcerer/wizard 1

description:
<p>You create a one-handed object that you might expect to see in your current surroundings, which you can then use as an improvised weapon. The spell conjures such an object near your hand such that you can retrieve it as you complete the spell.</p><p>No matter what sort of object you picked, it functions as a one-handed improvised weapon appropriate for your size and that deals 1d6 points of damage for a Medium creature (1d4 for Small creatures). The item deals the type of damage you choose (bludgeoning, piercing, or slashing) when casting the spell, though the object you request must conform to the damage type.</p><p>The spell ends prematurely if the improvised weapon leaves your grasp. The object has no value and can’t be used for other functions other than as an improvised weapon (for instance, this spell doesn’t allow you to conjure an expensive spyglass and sell it or use its other abilities, but you could still use it to beat someone over the head). The conjured object can’t already be a manufactured weapon, even in a location where you might expect to see manufactured weapons. It can be an object that would normally make for an unusual improvised weapon, like a herring at a fish market, and it still deals its full damage.</p>


name: Destablize Powder
level: sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M (a few drops of liquor)
range: close (25 ft. + 5 ft./2 levels)
target: 1 loaded firearm
duration: instantaneous
saving_throw: Will negates (object)
spell_resistance: yes (object)
description:
<p>This spell makes the ammunition in the target firearm is prone to misfire. Increase the misfire range by 1 + 1 per five caster levels (maximum +5) for the ammunition currently loaded into that firearm. If aware of this spell’s effect prior to firing the altered ammunition (a DC 17 <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check to identify the spell being cast or similar effect), the firearm’s user can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to clear the altered ammunition from the firearm. Doing so destroys that ammunition.</p>


name: Destroy Robot
level: druid 5, sorcerer/wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S, F/DF
range: close (25 ft. + 5 ft./2 levels)
target: one robot (see below)
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>You attempt to destroy any one robot in range. When you cast this spell, your hand crackles with electricity.</p><p>You must succeed at a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to affect the target. The target takes 12d6 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, or 3d6 points of damage + 1 point per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> on a successful saving throw. A cyborg or android can be damaged by this spell, but takes half damage and gains a +4 bonus on the saving throw to resist the spell’s effects.</p>


name: Destruction
level: cleric/oracle 7, shaman 8, witch 8
school: necromancy [death]
casting_time: 1 standard action
components: V, S, F (holy or unholy symbol costing 500 gp)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous
saving_throw: Fortitude partial
spell_resistance: yes
description:
<p>This spell instantly delivers 10 points of damage per caster level. If the spell slays the target, it consumes the remains utterly in holy (or unholy) fire (but not its equipment or possessions). If the target’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell (and was slain) is to use <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/true-resurrection">true resurrection</a>, a carefully worded <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/w/wish">wish</a> spell followed by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resurrection">resurrection</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/miracle">miracle</a>.</p>


name: Detect Aberration
level: druid 1, psychic 1, ranger 1
school: divination
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: cone-shaped emanation
duration: concentration , up to 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-animals-or-plants/"><i>detect animals or plants</i></a>, except it detects creatures of the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Aberration">aberration</a> type.</p>


name: Detect Animals or Plants
level: druid 1, psychic 1, ranger 1, shaman 1
school: divination
casting_time: 1 standard action
components: V, S
range: long (400 ft. + 40 ft./level)
area: cone-shaped emanation
duration: concentration, up to 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can detect a particular kind of <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-Plant">plant</a> in a cone emanating out from you in whatever direction you face. You must think of a kind of <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-Plant">plant</a> when using the spell, but you can change the <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-Plant">plant</a> kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of <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-Plant">plant</a>.</p><div style="margin-left: 40px">
<p><i>1st Round</i>: Presence or absence of that kind of <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-Plant">plant</a> in the area.</p>
<p><i>2nd Round</i>: Number of individuals of the specified kind in the area and the condition of the healthiest specimen.</p>
<p><i>3rd Round</i>: The condition (see below) and location of each individual present. If an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal">animal</a> or a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Plant">plant</a> is outside your line of sight, then you discern its direction but not its exact location.</p>
<p><i>Conditions</i>: For purposes of this spell, the categories of condition are as follows:</p>
<ul>
<li><b>Normal</b>: Has at least 90% of full normal hit points, free of <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>.</li>
<li><b>Fair</b>: 30% to 90% of full normal hit points remaining.</li>
<li><b>Poor</b>: Less than 30% of full normal hit points remaining, afflicted with a <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>, or suffering from a debilitating injury.</li>
<li><b>Weak</b>: 0 or fewer hit points remaining, afflicted with a <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> that has reduced an ability score to 5 or less, or crippled.</li>
</ul>
<p>If a creature falls into more than one category, the spell indicates the weaker of the two.</p>
</div><p>Each round you can turn to detect a kind of <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-Plant">plant</a> in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>


name: Detect Anxieties
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, F/DF (a medallion)
range: 60 ft.
area: cone-shaped emanation
duration: concentration
saving_throw: Will
level:
antipaladin 2, bard 3, cleric 3, inquisitor 3, medium 2, mesmerist 2, paladin 3, psychic 2, sorcerer/wizard 3, spiritualist 3, witch 3

description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts/" style="font-style: italic">detect thoughts</a> except that you sense significant anxieties of creatures with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 1 or higher, regardless of whether they are conscious or not.</p><p>Instead of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, the second round of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> reveals each mind’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> score and current degree of fear (<a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Cowering">cowering</a>, or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> with <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a>). If the highest <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> score is 26 or higher (and at least 10 points higher than your own <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> score), you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round and the spell ends.</p><p>Instead of surface thoughts, the third round of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> reveals the most pressing current anxiety of any mind in the area (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates).</p><p>Presenting a creature with the threat of its anxiety grants you a +2 bonus (or higher, at the GM’s discretion) on checks to <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> that creature.</p>


name: Detect Chaos
level: cleric/oracle 1, inquisitor 1, shaman 1
school: divination
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a></i>, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.</p>


name: Detect Charm
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
duration: concentration , up to 1 minute/level (D)
spell_resistance: no
level:
bard 1, cleric 1, inquisitor 1, medium 1, mesmerist 1, occultist 1, paladin 1, psychic 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1

description:
<p>This spell functions as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic">detect magic</a>, except that it detects only <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Charm">charm</a>, <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment-Compulsion">compulsion</a>, and possession effects. You immediately detect the strength and location of each such aura on all creatures in the area. You can attempt to identify the properties of each aura (see <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a>). In addition to noticing the targets of these effects, you can recognize when creatures in the area are using these effects on others by attempting a <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> (DC = 20 + <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>). If you succeed, you can attempt a <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a> check to identify what magic it is using (even if the target is not in the area).</p>


name: Detect Demon
level: cleric 1, inquisitor 1, paladin 1
school: divination
casting_time: 1 standard action
components: V, S, DF
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 10 minutes/level (D)
saving_throw: none (see text)
spell_resistance: no
description:
<p>You sense the presence of a specific kind of evil—that of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon">demons</a>, their servants, and the Abyss. The amount of information revealed depends on how long you study a particular area or subject.</p><p><b>1st Round</b>: Presence or absence of creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> subtype, creatures possessed by <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon">demons</a>, creatures under the effects of spells or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> cast by <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon">demons</a>, or creatures otherwise tainted by <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon">demons</a>. Creatures tainted by <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon">demons</a> include <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/tiefling">tieflings</a> with demonic heritages, <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a> with abyssal bloodlines, creatures affected by a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/succubus">succubus’s</a> <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Profane-Bonus">profane</a> gift, creatures with demonic implants, or creatures who have the Demonic Obedience feat, and those under significant demonic influence as determined by the GM. This spell does not detect creatures of chaotic evil <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> who are not <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon">demons</a> or significantly influenced by <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon">demons</a>.</p><p>Additionally, this spell detects whether or not a portal or similar magical passage leads to the Abyss.</p><p><b>2nd Round</b>: Number of evil auras shed by creatures with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> subtype in the area, as well as the power of the most potent evil aura present. If you are of good <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, and the strongest evil aura’s strength is overwhelming; if the creature has HD equal to at least twice your character level, you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round and the spell ends.</p><p><b>3rd Round</b>: The power and location of each aura, and what <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords">demon lord</a>, if any, a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> is most closely affiliated with. If an aura is outside your line of sight, you discern the direction but not its exact location. Affiliation to a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords">demon lord</a> is only revealed when the creature detected is a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> (not merely a creature tainted by a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a>). <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon">Demons</a> receive a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw to resist revealing what <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords">demon lord</a> they are affiliated with. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Demon">demon</a> succeeds at this saving throw or is not forsworn to a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords">demon lord</a>, you know only that this aspect of the spell returned no information.</p><p>Aside from what is detailed above, this spell otherwise functions similarly to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a> in terms of aura power, lingering auras, overwhelming auras, and so forth.</p>


name: Detect Desires
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, F/DF (a medallion)
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/level (D)
saving_throw: Will negates (see text)
spell_resistance: no
level:
antipaladin 2, bard 2, cleric 3, inquisitor 3, medium 2, mesmerist 3, paladin 3, psychic 2, sorcerer/wizard 3, spiritualist 3, witch 3

description:
<p>This spell functions as <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts/" style="font-style: italic">detect thoughts</a>, except you sense significant desires of creatures with an <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of 1 or higher, regardless of whether they are conscious or not.</p><p>Instead of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>, the second round of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> reveals each mind’s <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> score. If the highest <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> score is 26 or higher (and at least 10 points higher than your own <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> score), you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round and the spell ends.</p><p>Instead of surface thoughts, the third round of <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> reveals the most pressing current desire of any mind in the area (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> negates).</p><p>Presenting a creature with an opportunity to fulfill a significant desire grants you a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> (or higher, at the GM’s discretion) on <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks to influence it.</p>


name: Detect Evil
level: cleric/oracle 1, inquisitor 1, shaman 1
school: divination
casting_time: 1 standard action
range: 60 ft.
area: cone-shaped emanation
duration: concentration, up to 10 min./ level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.</p><p><i>1st Round</i>: Presence or absence of evil.</p><p><i>2nd Round</i>: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.</p><p>If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round and the spell ends.</p><p><i>3rd Round</i>: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.</p><p><a name="TOC-Aura-Power"></a></p>


name: Detect Fiendish Presence
level: bard 0, cleric 0, magus 0, sorcerer/wizard 0, witch 0
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 10 minutes/level (D)
saving_throw: none
spell_resistance: no
description:
<p>This spell functions like <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a>, except that it detects only <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> with the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> subtype, as well as the lingering effects caused by their gifts, presence, and spells. It can also detect <a href="https://www.d20pfsrd.com/classes/core-classes/cleric">clerics</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladins</a> of <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish">fiendish</a> deities, including Asmodeus, archdevils, daemonic harbingers, and <a href="https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/demon/demon-lords">demon lords</a>.</p>


name: Detect Good
level: cleric/oracle 1, inquisitor 1, shaman 1
school: divination
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil/">detect evil</a></i>, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil.</p>


name: Detect Law
level: cleric/oracle 1, inquisitor 1, shaman 1
school: divination
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil">detect evil</a></i>, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.</p>


name: Detect Magic
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped emanation
duration: concentration, up to 1 min./level (D)
saving_throw: none
spell_resistance: no
level:
bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

description:
<p>You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.</p><p><i>1st Round</i>: Presence or absence of magical auras.</p><p><i>2nd Round</i>: Number of different magical auras and the power of the most potent aura.</p><p><i>3rd Round</i>: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see <a href="https://www.d20pfsrd.com/skills/spellcraft">Spellcraft</a>).</p><p>Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.</p><p><i>Aura Strength</i>: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, <i>detect magic</i> indicates the stronger of the two.</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+ (artifact)</td>
</tr>
</tbody>
</table><p><i>Lingering Aura</i>: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If <i>detect magic</i> is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:</p><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>Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p><i>Detect magic</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: Detect Metal
level: alchemist 1, bard 1, sorcerer/wizard 1, summoner 1
school: divination
casting_time: 1 standard action
components: V, S, F (a magnetized nail or nugget of ore)
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You detect any metal objects or creatures within a 60-foot cone.</p><p>You can specify all metal objects or one or more specific types of metal (such as silver, <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Iron-Cold">cold iron</a>, or a type of skymetal) when you cast this spell; in the case of the latter, you detect only objects or creatures made of the specified metal.</p>


name: Detect Mindscape
level: medium 2, mesmerist 2, psychic 2, sorcerer/wizard 3
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/level (D)
saving_throw: Will negates; see text
spell_resistance: no
description:
<p>This spell functions similarly to <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts/" style="font-style: italic">detect thoughts</a>, allowing you to sense when one or more creatures’ consciousnesses are inside a <a href="https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-rules/mindscapes/">mindscape</a>. The amount of information revealed depends on how long you study a particular subject.</p><div style="margin-left: 40px">
<p><b>First Round</b>: You sense the presence or absence of a mindscape. At least one of the creatures inside the mindscape must be within the cone-shaped area for you to detect the mindscape.</p>
<p><b>Second Round</b>: You sense the number of consciousnesses inside the mindscape. Not all of the creatures within the mindscape must be standing inside the cone-shaped area of the spell for you to count them; only one is required to get this reading. However, you can’t determine the location of the creatures if you can’t see the creatures themselves. You sense their presence only in an abstract way.</p>
<p><b>Third Round</b>: You sense an image of what’s taking place inside the mindscape. The creature controlling the mindscape can sense your efforts, and if it does not wish you to view the mindscape, it can prevent this viewing with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. Otherwise, you perceive the visuals remotely, as if watching through a window. If a creature has disguised itself, You see only the creature’s mental mask (not its true form).</p>
</div><p>Each round, you can turn to detect mindscapes in a new area.</p><p>The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p><p>If you are within a mindscape when you cast this spell, you become aware you’re in a mindscape. On the second round, you can still detect how many consciousnesses are inside, but you don’t get the image of the mindscape in the third round.</p>


name: Detect Poison
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: none
spell_resistance: no
level:
antipaladin 1, cleric/oracle 0, druid 0, inquisitor 0, paladin 1, psychic 0, ranger 1, shaman 0, sorcerer/wizard 0, witch 0

description:
<p>You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> check. A character with the <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> (alchemy) skill may try a DC 20 <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> (alchemy) check if the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> check fails, or may try the <a href="https://www.d20pfsrd.com/skills/craft">Craft</a> (alchemy) check prior to the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-">Wisdom</a> check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>


name: Detect Psychic Significance
level: medium 0, mesmerist 0, occultist 0, psychic 0, spiritualist 0
school: divination
casting_time: 1 standard action
components: V, S
range: 40 ft.
area: 40-ft.-radius burst, centered on you
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You detect the presence of psychically significant items in your vicinity. Such items are those that might have significant psychic imprints or histories that can be read by the psychometry occult skill unlock, or items under the effects of the charge object or implant false reading spells. Items within range that contain significant psychic energy spark a recognition in your mind’s eye, but no other information is imparted. This spell doesn’t automatically <a href="https://www.d20pfsrd.com/magic/all-spells/d/detect-magic/" style="font-style: italic">detect magic</a> items or strongly aligned items, though such items often have storied histories and might have had previous owners who possessed psychic abilities.</p>


name: Detect Radiation
level: bard 1, cleric 1, druid 1, ranger 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S
range: 120 ft.
area: spherical emanation, centered on you
duration: 10 minute/level
saving_throw: none
spell_resistance: no div style="clear:both"></div
description:
<p>You detect <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/">radiation</a> in the surrounding area. You see radioactive auras as a glowing green shimmer in the air that emanates from radioactive objects; the brighter and more intense the green, the more powerful the radioactivity. This glow does not provide illumination or allow you to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-See-in-Darkness-Su-">see in darkness</a>, apart from being able to see the glow itself. The spell can penetrate barriers, but 3 feet of dirt or wood, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it—although <a href="https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/hazards/environmental-hazards/radiation/">radiation</a> can seep into such barriers, causing them to become radioactive (and thus visible to the spell) in time.</p>


name: Detect Relations
level: bard 2, cleric 2, inquisitor 2, witch 2
school: divination
casting_time: 1 standard action
components: V, S, F/DF (a seed)
duration: concentration , up to 1 min./level (D)
saving_throw: Will negates; see text
spell_resistance: no
description:
<p>You can determine whether or not two or more creatures are related by blood. The amount of information gleaned depends on how long you study a particular area or set of subjects.</p><div style="margin-left:20px">
<p><b>1st round</b>: Whether or not the subjects are related by blood.</p>
<p><b>2nd round</b>: Number of related subjects and their general relation to one another (for example, this would reveal that one subject is a descendant of the other, but it would not specify “mother” or “grandmother”).</p>
<p><b>3rd round</b>: Precise relationship between subjects in the area. A target’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save prevents you from determining its exact relationship with another creature, and only one subject needs to succeed at this save to prevent you from determining its relationship with another creature. (So, for instance, if two brothers are in the area and one succeeds at his <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, you could tell that they are siblings, but could not distinguish whether they are full- or half-siblings.) Each round, you can turn to detect relations in a new area. The spell can penetrate barriers, but 6 inches of stone, 1 inch of common metal, a thin sheet of lead, or 1 foot of wood or dirt will block it.</p>
</div><p>This spell functions by analyzing the blood and minds of creatures in the area, collectively examining these traits and comparing them to those of others in the area while looking for patterns. Thus, adoptive siblings and parents cannot be detected with this spell, since they share no blood.</p>


name: Detect Scrying
level: bard 4, inquisitor 4, shaman 4, sorcerer/wizard 4, witch 4
school: divination
casting_time: 1 standard action
components: V, S, M (a piece of mirror and a miniature brass hearing trumpet)
range: 40 ft.
area: 40-ft.-radius emanation centered on you
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
<p> You immediately become aware of any attempt to observe you by means of a <a href="https://www.d20pfsrd.com/magic#TOC-Divination">divination</a> (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.</p><p> If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his direction and distance from you.</p>


name: Detect Secret Doors
level: alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.</p><p style="margin-left: 40px"><i>1st Round</i>: Presence or absence of secret doors.</p><p style="margin-left: 40px"><i>2nd Round</i>: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.</p><p style="margin-left: 40px"><i>Each Additional Round</i>: The mechanism or trigger for one particular secret portal closely examined by you.</p><p>Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>


name: Detect Snares and Pits
level: druid 1, ranger 1
school: divination
casting_time: 1 standard action
components: V, S
range: 60 ft.
area: cone-shaped emanation
duration: concentration, up to 10 min./level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.</p><p><i>Detect snares and pits</i> does detect certain natural hazards- quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). It does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/snare">snare</a>), nor mechanically complex ones, nor those that have been rendered safe or inactive.</p><p>The amount of information revealed depends on how long you study a particular area.</p><div style="margin-left:40px">
<p><i>1st Round</i>: Presence or absence of hazards.</p>
<p><i>2nd Round</i>: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.</p>
<p><i>Each Additional Round</i>: The general type and trigger for one particular hazard closely examined by you.</p>
</div><p>Each round, you can turn to examine a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>


name: Detect Thoughts
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, F/DF (a copper piece)
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 min./level (D)
saving_throw: Will negates; see text
spell_resistance: no
level:
alchemist 2, bard 2, inquisitor 2, psychic 1, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2

description:
<div style="float: right;margin: 5px 10px 5px 10px"><a href="http://200e02f3-a-62cb3a1a-s-sites.googlegroups.com/site/pathfinderogc/extras/community-creations/broven-s-lab/file-cabinet/Cone60h.png?attachauth=ANoY7coEoP_Z7w8bFOP-xL_bdQZ48w6MikJNEf1luIxScmotXtml0NB3Felqg6lWLAJJq-1aQO_UFMesBfbMj7jQuAfwTHHlrPmj_y4VDoOC7obgR-j-8R146NzO5G1-PF39b55o4tPi5PHv96_dqW8eyRaWYDGoxjeaBuK6jcVDDA2d3erFhJtRqsEfN4uWAgxB5MH-kK4mKo6x5j_Wccmk8wz4vBdk68XuIqTucaI1Atgw6qaRdyE18JsTe4PZGrqpQC6HKprq_Fi-umGoTKuPV6c1IWxPniEOeC_ltCLgEjL2LR5-34g%3D&amp;attredirects=0"><img border="0" src="http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/Cone60h.png"/></a></div><p>You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.</p><p style="margin-left: 40px"><i>1st Round</i>: Presence or absence of thoughts (from conscious creatures with <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> scores of 1 or higher).</p><p style="margin-left: 40px"><i>2nd Round</i>: Number of thinking minds and the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score of each. If the highest <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> is 26 or higher (and at least 10 points higher than your own <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> score), you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.</p><p style="margin-left: 40px"><i>3rd Round</i>: Surface thoughts of any mind in the area. A target’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save prevents you from reading its thoughts, and you must cast <i>detect thoughts </i>again to have another chance. Creatures of animal intelligence (<a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Int</a> 1 or 2) have simple, instinctual thoughts.</p><p>Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>


name: Detect Undead
level: alchemist 1, cleric/oracle 1, inquisitor 1, paladin 1, psychic 1, shaman 1, sorcerer/wizard 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (earth from a grave)
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/ level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.</p><div style="margin-left: 40px">
<p><i>1st Round</i>: Presence or absence of undead auras.</p>
<p><i>2nd Round</i>: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">HD</a> of at least twice your character level, you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned">stunned</a> for 1 round and the spell ends.</p>
<p><i>3rd Round</i>: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.</p>
<p><i>Aura Strength</i>: The strength of an undead aura is determined by the HD of the undead creature, as given on the table below.</p>
<p><i>Lingering Aura</i>: An undead aura lingers after its original source is destroyed. If <i>detect undead</i> is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.</p>
</div><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">HD</th>
<th class="text">Strength</th>
<th class="text">Lingering Aura Duration</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">1 or lower</td>
<td class="text">Faint</td>
<td class="text">1d6 rounds</td>
</tr>
<tr>
<td class="number">2-4</td>
<td class="text">Moderate</td>
<td class="text">1d6 minutes</td>
</tr>
<tr>
<td class="number">5-10</td>
<td class="text">Strong</td>
<td class="text">1d6 x 10 minutes</td>
</tr>
<tr>
<td class="text">11 or higher</td>
<td class="text">Overwhelming</td>
<td class="text">1d6 days</td>
</tr>
</tbody>
</table><p style="margin-left: 40px">Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>


name: Detect the Faithful
level: antipaladin 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1
school: divination
casting_time: 1 standard action
components: V, S, DF
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You can detect other worshipers of your deity (mortal worshipers, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> servants, and so on). The amount of information revealed depends on how long you focus on a particular area or subject.</p><p><b>1st Round</b>: Presence or absence of the faithful.</p><p><b>2nd Round</b>: Number of individual faithful in the area.</p><p><b>3rd Round</b>: The exact location of each worshiper. If a fellow worshiper is outside your line of sight, then you discern his direction but not his exact location.</p><p>Each round, you can rotate to detect worshipers in a new area.</p><p>The spell can penetrate barriers, but a sheet of lead, 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt blocks it. A creature’s personal interpretation of its beliefs determines whether or not it is of the same faith as you—hence heretics and splinter cultists of your deity still count as worshipers of that deity. Furthermore, since the spell picks up a creature’s current beliefs and feelings, a creature actively pretending to be a member of the same faith also appears to the spell to be a member. Thus, the spell is still useful in locating potential hidden members of the same faith among the general populace, but on its own, it doesn’t weed out spies.</p>


name: Determine Depth
level: bard 2, druid 2, sorcerer/wizard 2
school: divination
casting_time: 1 standard action
components: V, S
range: touch
target: solid surface touched
duration: concentration , up to 1 round/level (D)
saving_throw: none
spell_resistance: no
description:
<p>With a touch, you can determine the exact thickness of a wall, ceiling, or other solid barrier, measuring from the point you are touching to the direct opposite side of the barrier in a straight line. You can only detect depths or widths of up to 10 feet per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 200 feet at 20th level); amounts in excess of this limit are detected as being the maximum you are able to detect. So, for example, a 5th-level <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizard</a> using this spell on a 60-foot-thick wall would detect that the wall is 50 feet thick.</p><p>Determine depth can be used on earthen, plaster, stone, or wooden surfaces, but not on walls made of metal or other, harder materials. This spell is useful to casters who want to get an idea of their surroundings, and as a preliminary measure to casting spells such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/p/passwall">passwall</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>.</p>


name: Detonate
level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
school: evocation [acid, cold, electricity, or fire]
casting_time: 1 standard action
range: 30 ft.
area: 30-ft.-radius spread centered on you
duration: 1 round, then instantaneous
saving_throw: Reflex half
spell_resistance: yes
components:
V, S, M (two vials; one containing acid and one containing an alkaline solution worth a total of 50 gp)

description:
<p>You flood yourself with a potent surge of elemental energy.</p><p>One round after completing the casting of the spell, the energy explodes from your body.</p><p>When this spell creates the explosion of energy, choose one of the following four energy types: acid, cold, electricity, or fire. The explosion inflicts 1d8 points of damage of that energy type per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You automatically take half damage from the explosion, without a Saving Throw, but any other <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">energy resistance</a> or energy <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a> effects you may have in place can prevent or lessen this overflow damage caused by the explosion.</p>


name: Detoxify
level: cleric 3, druid 3, inquisitor 3, paladin 3, ranger 2, shaman 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a dandelion stem)
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 10 minutes/level
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You remove a creature’s ability to <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> others, whether inherent or via poisoned weapons. Whenever an affected creature would inflict <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> with an attack, spell, or other method (including auras and other constant methods), that <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> is automatically neutralized. This does not grant the subject of the spell any resistance to <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> itself.</p>


name: Devil Snare
level: cleric 4, sorcerer/wizard 5
school: abjuration [good]
casting_time: 1 full-round action
components: V, S, M (a pouch of silvered powder worth 25 gp)
range: touch
effect: 10-ft.-radius circle
duration: 1 round/level
saving_throw: Will negates; see text
spell_resistance: yes; see text
description:
<p>Your touch creates an <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Invisible">invisible</a> circle on a flat surface.</p><p>Any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> passing through this circle must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or be caught within. Once trapped, a creature must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to physically exit the confines of the circle, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/t/teleport">teleport</a>, or use any form of <a href="https://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces">extradimensional</a> travel (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor">dimensional anchor</a>). Contained <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> can still attack adjacent creatures outside of the circle, or target others with ranged attacks, spells, and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>. Despite the spell’s name, <i>devil snare</i> captures <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> of any type, not only <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Devil">devils</a>.</p><p>As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a>, you can dismiss the circle, expelling any <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsiders</a> still trapped within to their planes of origin (as per <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dismissal">dismissal</a>). An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a> can resist this effect with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save, enabling it to remain after the spell is dismissed.</p>


name: Devolution
level: psychic 3, sorcerer/wizard 3, summoner/unchained summoner 3
school: transmutation
casting_time: 1 standard action
components: V, S, M (a chameleon scale)
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell causes an eidolon to lose one evolution plus one additional evolution for every five caster levels. Evolutions with the highest total cost are lost first. If there is a tie, randomly determine which is lost. If this spell causes an eidolon to fail to meet the prerequisites for other evolutions or abilities, those evolutions or abilities are lost as long as this spell persists.</p>


name: Diagnose Disease
level: cleric/oracle 1, druid 1, paladin 1, psychic 1, ranger 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: instantaneous
saving_throw: none
description:
<p>You determine whether a creature, object, or area carries any sort of <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated">nauseated</a> effects. If there is <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> present, you know what <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a> it is and its effects. If the target is a creature, you gain a +4 bonus on <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> checks to treat the creature’s <a href="https://www.d20pfsrd.com/gamemastering/afflictions#TOC-Diseases">disease</a>. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</p>


name: Diamond Spray
level: sorcerer/wizard 3
school: evocation [earth]
casting_time: 1 standard action
components: V, S, M (a lump of coal)
range: 20 ft.
area: cone-shaped burst
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>A cone of tiny, sparkling slivers as hard and sharp as fled diamonds springs from your outstretched fingers at tremendous speed. Any creature in the area of the torrent takes 1d6 points of slashing damage per caster level (maximum 10d6). These magical slivers are treated as adamantine and cold iron for the purpose of overcoming damage reduction. In addition, this spell bypasses up to 1 point of an object’s hardness per 2 caster levels (maximum 10).</p>


name: Dictum
level: cleric/oracle 7, inquisitor 6
school: evocation [lawful, sonic]
casting_time: 1 standard action
components: V
range: 40 ft.
area: nonlawful creatures in a 40-ft.-radius spread centered on you
duration: instantaneous
saving_throw: none or Will negates; see text
spell_resistance: yes
description:
<p>Any nonlawful creature within the area of a <i>dictum</i> spell suffers the following ill effects.</p><table border="1" cellpadding="5"><caption>Table: Dictum Effects by HD</caption>
<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-Deafened">Deafened</a></td>
</tr>
<tr>
<td class="text">Up to caster level -1</td>
<td class="text"><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">Staggered</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</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>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</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>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a>, <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a></td>
</tr>
</tbody>
</table><p>The effects are cumulative and concurrent. A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">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"><i><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">Deafened</a></i>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deafened</a> for 1d4 rounds. Save negates.</p><p style="margin-left: 40px"><i><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">Staggered</a></i>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> for 2d4 rounds. Save reduces the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> effect to 1d4 rounds.</p><p style="margin-left: 40px"><i><a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">Paralyzed</a></i>: The creature is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a> for 1d10 minutes. Save reduces the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed">paralyzed</a> effect to 1 round.</p><p style="margin-left: 40px"><i>Killed</i>: 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, non-lawful 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>dictum</i> or not<i>.</i> The banishment effect allows a <a href="https://www.d20pfsrd.com/gamemastering/combat#will">Will</a> save (at a -4 penalty) to negate.</p><p>Creatures whose Hit Dice exceed your caster level are unaffected by <i>dictum</i>.</p>


name: Die for Your Master
level: antipaladin 4, druid 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion)
casting_time: 1 immediate action
components: V, S
range: touch
target: your animal companion , familiar , or fiendish servant
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell allows your companion or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> to intercept any attack that targets you, including those that do not require <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> (e.g., <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/c/chain-lightning">chain lightning</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/h/hold-monster">hold monster</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic-missile">magic missile</a>).</p><p>Your companion or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> cannot intercept effects that do not affect creatures of its type (e.g., <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-person">dominate person</a>).</p>


name: Dimension Door
level: bard 4, magus 4, sorcerer/wizard 4, summoner 3, unchained summoner 4, witch 4
school: conjuration (teleportation)
casting_time: 1 standard action
components: V
range: long (400 ft. + 40 ft./level)
target: you and touched objects or other touched willing creatures
duration: instantaneous
saving_throw: none and Will negates (object)
spell_resistance: no and yes (object)
description:
<p>You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.</p><p>If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.</p><p>If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.</p>


name: Dimensional Anchor
level: cleric/oracle 4, inquisitor 3, sorcerer/wizard 4, summoner 3, unchained summoner 4
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
effect: ray
duration: 1 min./level
saving_throw: none
spell_resistance: yes (object)
description:
<p>A green ray springs from your hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a <i>dimensional anchor</i> include <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../a/astral-projection">astral projection</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../b/blink">blink</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../d/dimension-door">dimension door</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../e/ethereal-jaunt">ethereal jaunt</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../e/etherealness">etherealness</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../g/gate">gate</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../m/maze">maze</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../p/plane-shift">plane shift</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../s/shadow-walk">shadow walk</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../t/teleport">teleport</a>, and similar spell-like abilities. The spell also prevents the use of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../g/gate">gate</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/../t/teleportation-circle">teleportation circle</a> for the duration of the spell.</p><p>A <i>dimensional anchor</i> does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, <i>dimensional anchor</i> does not prevent summoned creatures from disappearing at the end of a summoning spell.</p>


name: Dimensional Blade
level: antipaladin 4, bloodrager 4, cleric 6, inquisitor 5, magus 5, paladin 4, sorcerer/wizard 6
school: transmutation
casting_time: 1 swift action
components: V, S
range: personal
target: you
duration: 1 round
description:
<p>This spell gives you the power to turn one melee weapon in your hand into a two-dimensional object with length and height but no width. A sword becomes a flat image of a sword, a mace is reduced to a flat outline, and so on. The magic of the spell allows the weapon to be wielded by you normally, creating just enough depth to grasp it.</p><p>Attacks made with the weapon are melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> attacks that ignore all armor. Force effects, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/m/mage-armor">mage armor</a> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/s/shield">shield</a>, still apply their AC against attacks made with a dimensional blade. Bludgeoning weapons used to make attacks with this spell deal half damage and are treated as slashing weapons. If the weapon leaves your hand before the end of the spell, the effect ends.</p>


name: Dimensional Bounce
level: sorcerer/wizard 7, summoner/unchained summoner 6, witch 7
school: conjuration (teleportation)
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
duration: 1 round/level or until discharged
saving_throw: none and Will negates (object)
spell_resistance: no and yes (object)
description:
<p>You designate two locations within range and create a dimensional link between them; you must have line of effect to both locations when casting this spell. As a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, you can <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/t/teleport">teleport</a> from your current location to either of the designated locations as if you had cast <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a>. The spell is discharged once you have used it to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/t/teleport">teleport</a> a number of times equal to one-fourth your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 5 times).</p>


name: Dimensional Lock
level: cleric/oracle 8, sorcerer/wizard 8, summoner 6, Bloodline accursed 8
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft.-radius emanation centered on a point in space
duration: 1 day/level
saving_throw: none
spell_resistance: yes
description:
<p>You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/astral-projection">astral projection</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/b/blink">blink</a>, <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dimension-door">dimension door</a></i>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/ethereal-jaunt">ethereal jaunt</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/etherealness">etherealness</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/g/gate">gate</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/maze">maze</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plane-shift">plane shift</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/s/shadow-walk">shadow walk</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/teleport">teleport</a>, and similar spell-like abilities. Once <i>dimensional lock</i> is in place, extradimensional travel into or out of the area is not possible.</p><p>A <i>dimensional lock</i> does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.</p>


name: Diminish Plants
level: druid 3, ranger 3
school: transmutation
casting_time: 1 standard action
components: V, S, DF
range: see text
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>This spell has two versions.</p><div style="margin-left:40px">
<p><i>Prune Growth</i>: This version of the spell causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. This version of <i>diminish plants</i> automatically dispels any spells or effects that enhance plants, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/entangle">entangle</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/plant-growth">plant growth</a>, and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/w/wall-of-thorns"><i>wall of thorns</i></a>.</p>
<p>At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle. You may also designate portions of the area that are not affected.</p>
<p><i>Stunt Growth</i>: This version of the spell targets all normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to half normal. </p>
</div><p>This spell has no effect on plant creatures.</p>


name: Diminish Resistance
level: bard 2, cleric 2, inquisitor 2, magus 2, mesmerist 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a pinch of coarse sand)
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: 1 round/level (D)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>You weaken a creature’s <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/r/resistance">resistance</a> against one energy type you select: acid, cold, electricity, fire, or sonic. The creature’s resistance to that energy type decreases by 5 (minimum 0), plus an additional 5 for every 5 caster levels beyond 3rd (to a maximum of 20 at 18th level).</p>


name: Dirge of the Victorious Knights
level: bard 6
school: illusion (shadow)
casting_time: 1 round
components: V, S, F (a medal from a dead Hellknight or a copy of an opera script, either worth at least 100 gp)
range: 120 ft.
effect: 120-ft. line, 10 ft. wide
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p class="desciption">By performing part of an opera, you call forth spectral illusions of mounted knights to trample your foes under the hooves of their glorious steeds.</p><p>The shadowy knights appear in an adjacent 10-foot square and ride forward in the direction you indicate, dealing 1d6 points of damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum 20d6) to all creatures in their path. Half of this damage is cold damage, while half results directly from arcane power and is not subject to cold <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resistance</a> or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Immunity-Ex-or-Su-">immunity</a>. The knights cannot pass through force effects or barriers that block <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a>.</p>


name: Disable Construct
level: alchemist 3, sorcerer/wizard 3, witch 3
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
target: construct touched
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: no
description:
<p>You can make a melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> to send a pulse into the target, interfering with the magic that endows it with life. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> fails its saving throw, it becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Helpless">helpless</a>, but it receives a new save each round at the end of its turn to shake off the effect. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> is normally immune to magic, the pulse is less effective and the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> receives a +4 bonus on its saving throw.</p>


name: Discern Lies
level: alchemist 4, cleric/oracle 4, inquisitor 4, paladin 3, witch 4
school: divination
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
duration: concentration, up to 1 round/level
saving_throw: Will negates
spell_resistance: no
description:
<p> Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. </p><p> Each round, you may concentrate on a different target. </p>


name: Discern Location
level: cleric/oracle 8, shaman 8, sorcerer/wizard 8, summoner 6, witch 8
school: divination
casting_time: 10 minutes
components: V, S, DF
range: unlimited
target: one creature or object
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>A <i>discern location</i> spell is among the most powerful means of locating creatures or objects. Nothing short of a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/mind-blank">mind blank</a> spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. <i>Discern location</i> circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.</p><p>To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.</p>


name: Discern Next of Kin
level: bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S, F (a copper piece)
range: 60 ft.
target: one creature
duration: concentration , up to 1 minute/level (D)
saving_throw: Will negates (see text)
spell_resistance: yes
description:
<p>You can scan the thoughts of one individual and learn the names and locations of the target’s living relatives, as well as the attitude of the target toward those relatives (and vice versa). You learn about one relative per round you concentrate on the target. For example, you might learn the target’s father’s name, that the father lives on a nearby farm, and that the target and his father don’t get along. Since this spell reads the target’s mind, you can learn only what the target knows or believes.</p>


name: Discern Value
level: bard 3, sorcerer/wizard 3
school: divination
casting_time: 1 standard action
components: V, S, F (platinum monocle worth 100 gp)
range: 60 ft.
area: cone-shaped emanation
duration: concentration , up to 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p><i>You can quickly analyze the monetary value of objects and identify which are most valuable to an average trader.</i></p><p>You must specify a minimum value to detect when you cast this spell (such as 1 gp, 100 gp, or 1,000 gp). The amount of information revealed depends on how long you study a particular area or subject.</p><div style="margin-left:40px">
<ul>
<li><b>1st Round</b>: Presence or absence of objects worth at least the specified amount.</li>
<li><b>2nd Round</b>: The most valuable object in range glows brighter than all of the others. If an aura is outside your line of sight, then you discern its direction but not its exact location.</li>
<li><b>3rd Round</b>: Objects whose values are within 10% of the most valuable item in range glow slightly.</li>
</ul>
</div><p>The spell’s effect does not indicate whether an item has magical properties and does not detect artifacts or items that are priceless.</p>


name: Discharge
level: bard 3, cleric 3, magus 3, sorcerer/wizard 3, witch 3
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature or technological object
duration: instantaneous
saving_throw: Fort negates
spell_resistance: no
description:
<p>Discharge dissipates the charges from one technical object, temporarily depowers one electrically powered technological object that does not use charges, or severely hinders a creature with the robot subtype. If the spell targets an object with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds. If the spell targets a creature not of the robot subtype, it affects a random charged or electrically powered item in that creature’s possession. If the target is a robot, the robot is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> and cannot use any energy-based attacks for 1d4 rounds. A robot that’s affected by this spell receives a new saving throw at the end of each round to shrug off the effect.</p><div style="margin-left:20px">


name: Discordant Blast
level: bard 4
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: 10 ft. or 30 ft.
area: see text
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You create a wave of thunder and force, either in a 10-foot radius burst centered on you or in 30-foot cone-shaped burst.</p><p>Creatures in the area take 3d6 points of sonic damage and are pushed away as if <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rushed</a>. Make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> check and apply its results to each creature in the area. Your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a> for this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> is equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier. This <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a> does not provoke an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attack of opportunity</a>. A <i>discordant blast</i> cannot penetrate a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/s/silence"><i>silence</i></a> spell (or any similar magical silence effect).</p>


name: Discovery Torch
level: bard 2, cleric 3, inquisitor 2
school: evocation [light]
casting_time: 1 round
components: V, S
range: touch
target: object touched
duration: 10 minutes/level
saving_throw: none
spell_resistance: no
description:
<p>An object you touch emanates a 20-foot radius of bright light. The effect looks like a regular flame but creates no heat and uses no oxygen. Allies within the area of this light gain 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/skills/perception">Perception</a> and <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> checks, as well as on <a href="https://www.d20pfsrd.com/skills/knowledge">Knowledge</a> checks to identify monsters that are also within the area and their special powers and vulnerabilities.</p><p>When an <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitor</a> casts this spell, the light emanation doubles (40-ft.-radius emanation) while that <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitor</a> has a <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-">judgment</a> active.</p><p>Light spells counter and dispel darkness spells of an equal or lower level.</p>


name: Disfiguring Touch
level: bloodrager 2, cleric/oracle 2, psychic 2, sorcerer/wizard 2, witch 2
school: transmutation [curse]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 day/level
saving_throw: Will negates
description:
<p class="description">With a touch, you cause the victim of this spell to suffer a painful curse that causes it to grow hideously disfigured.</p><p>The physical appearance of the deformity is subject to the caster’s whim (most demon worshipers choose deformities that reflect their Abyssal patron’s shape or form). The target takes one of the following penalties.</p><ul>
<li>–2 decrease to an ability score (minimum 1).</li>
<li>–2 penalty on attack rolls or saving throws.</li>
<li>Land speed reduced by 5 feet.</li>
</ul><p>You may also invent other effects, but they should be no more powerful than those described above.</p>


name: Disguise Other
level: bard 2, inquisitor 2, psychic 2, sorcerer/wizard 2
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 10 minute/level (D)
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 you can disguise either yourself or another creature.</p>


name: Disguise Self
level: alchemist 1, antipaladin 1, bard 1, inquisitor 1, psychic 1, sorcerer/wizard 1
school: illusion (glamer)
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 10 min./level (D)
description:
<p>You make yourself – including clothing, armor, weapons, and equipment – look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.</p><p>The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the <a href="https://www.d20pfsrd.com/skills/disguise">Disguise</a> check. A creature that interacts with the glamer gets a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to recognize it as an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>.</p>


name: Disguise Weapon
level: bard 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1
school: illusion (glamer)
casting_time: 1 round
components: V, S
range: touch
target: manufactured weapon touched
duration: 1 hour/level (D)
saving_throw: none
spell_resistance: no
description:
<p>You make one manufactured weapon look like a different manufactured weapon of the same size and relative encumbrance (light, one-handed, or two-handed). For example, you could make a Small <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/greatsword">greatsword</a> look like a Small <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/quarterstaff">quarterstaff</a>, a Medium <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/club">club</a>, or a Large <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/dagger">dagger</a>. Even the appearance of an improvised weapon is possible. The extent of the apparent change is up to you. You could add or obscure a minor feature or make the item look like it is composed of different materials (stone, wood, <a href="https://www.d20pfsrd.com/equipment/special-materials#TOC-Adamantine">adamantine</a>, and so on). The spell does not provide any of the abilities of the chosen form, nor does it alter the perceived tactile or audible properties of the item or how it is wielded. A creature that interacts with the <a href="https://www.d20pfsrd.com/magic#TOC-lllusion-Glamer">glamer</a> may attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to recognize it as an <a href="https://www.d20pfsrd.com/magic#TOC-Illusion">illusion</a>.</p>


name: Disintegrate
level: magus 6, sorcerer/wizard 6
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (a lodestone and a pinch of dust)
range: medium (100 ft. + 10 ft./level)
effect: ray
duration: instantaneous
saving_throw: Fortitude partial (object)
spell_resistance: yes
description:
<p class="description">A thin, green ray springs from your pointing finger.</p><p>You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.</p><p>When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/f/forceful-hand"><i>forceful hand</i></a> or a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/w/wall-of-force"><i>wall of force</i></a>, but not magical effects such as a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/g/globe-of-invulnerability"><i>globe of invulnerability</i></a> or an <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/antimagic-field">antimagic field</a>.</p><p>A creature or object that makes a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude save</a> is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.</p><p>Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.</p>


name: Dismissal
level: cleric/oracle 4, inquisitor 4, shaman 4, sorcerer/wizard 5, summoner 4, unchained summoner 5
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one extraplanar creature
duration: instantaneous
saving_throw: Will negates; see text
spell_resistance: yes
description:
<p>This spell forces an extraplanar creature back to its proper plane if it fails a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will save</a>. If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.</p>


name: Dispel Balance
level: cleric 5, inquisitor 5
school: abjuration
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 round/level or until discharged, whichever comes first
saving_throw: see text
spell_resistance: see text
target:
you and a touched, neutral creature from another plane, or you and an enchantment on a touched creature or object

description:
<p>Pulsing bronze energy surrounds you, bestowing three effects.</p><p>First, you gain a +3 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC against attacks by chaotic neutral, lawful neutral, neutral evil, and neutral good creatures. Against attacks by 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>, this <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> is instead +5.</p><p>Second, upon making a successful melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a> against a creature from another plane with a neutral component to its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>, you can banish that creature back to its home plane.</p><p>The creature’s <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> applies to this attempt, and the creature can negate this effect with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save. If the creature’s <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>, the creature takes a –2 penalty on this saving throw. This use discharges and ends the spell.</p><p>Third, with a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a>, you can automatically dispel any one <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> spell cast by a creature with a neutral component to its <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a>. Spells that can’t be dispelled by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a> also can’t be dispelled by dispel balance. Saving throws and <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance">spell resistance</a> do not apply to this effect. This use discharges and ends the spell.</p>


name: Dispel Chaos
level: cleric/oracle 5, inquisitor 5, paladin 4, shaman 5
school: abjuration [lawful]
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-evil">dispel evil</a></i>, except that you are surrounded by constant, blue lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.</p>


name: Dispel Evil
level: cleric/oracle 5, inquisitor 5, paladin 4, shaman 5
school: abjuration [good]
casting_time: 1 standard action
components: V, S, DF
range: touch
duration: 1 round/level or until discharged, whichever comes first
saving_throw: see text
spell_resistance: see text
description:
<p>Shimmering, white holy energy surrounds you. This energy has three effects.</p><p>First, you gain a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Deflection-Bonus">deflection bonus</a> to AC against attacks by evil creatures.</p><p>Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save (Spell Resistance applies). This use discharges and ends the spell.</p><p>Third, with a touch you can automatically dispel any one <a href="https://www.d20pfsrd.com/magic#TOC-Enchantment">enchantment</a> spell cast by an evil creature or any one evil spell. Spells that can’t be dispelled by <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic">dispel magic</a></i> also can’t be dispelled by <i>dispel evil</i>. Saving throws and Spell Resistance do not apply to this effect. This use discharges and ends the spell.</p>


name: Dispel Good
level: antipaladin 4, cleric/oracle 5, inquisitor 5, shaman 5
school: abjuration [evil]
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-evil"><i>dispel evil</i></a>, except that you are surrounded by dark, wavering unholy energy, and the spell affects good creatures and spells rather than evil ones.</p>


name: Dispel Law
level: antipaladin 4, cleric/oracle 5, inquisitor 5, shaman 5
school: abjuration [chaotic]
description:
<p>This spell functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-evil"><i>dispel evil</i></a>, except that you are surrounded by flickering, yellow chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.</p>


name: Dispel Magic
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: none
spell_resistance: no
level:
antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, medium 3, mesmerist 3, occultist 3, paladin 3, psychic 3, shaman 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3, witch 3

description:
<p>You can use <i>dispel magic</i> to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by <i>dispel magic</i>. <i>Dispel magic</i> can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the <i>dispel magic</i> can take effect.</p><p>You choose to use <i>dispel magic</i> in one of two ways: a <i>targeted dispel</i> or a <i>counterspell</i>.</p><p style="margin-left: 40px"><i>Targeted Dispel</i>: One object, creature, or spell is the target of the <i>dispel magic</i> spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.</p><p style="margin-left: 40px">For example, a 7th-level caster casts <i>dispel magic</i>, targeting a creature affected by <a href="https://www.d20pfsrd.com/magic/all-spells/s/stoneskin/" style="font-style: italic">stoneskin</a> (caster level 12th) and <a href="https://www.d20pfsrd.com/magic/all-spells/f/fly/" style="font-style: italic">fly</a> (caster level 6th). The caster level check results in a 19. This check is not high enough to end the <a href="https://www.d20pfsrd.com/magic/all-spells/s/stoneskin/" style="font-style: italic">stoneskin</a> (which would have required a 23 or higher), but it is high enough to end the <a href="https://www.d20pfsrd.com/magic/all-spells/f/fly/" style="font-style: italic">fly</a> (which only required a 17). Had the dispel check resulted in a 23 or higher, the <a href="https://www.d20pfsrd.com/magic/all-spells/s/stoneskin/" style="font-style: italic">stoneskin</a> would have been dispelled, leaving the <a href="https://www.d20pfsrd.com/magic/all-spells/f/fly/" style="font-style: italic">fly</a> intact. Had the dispel check been a 16 or less, no spells would have been affected.</p><p style="margin-left: 40px">You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a <a href="https://www.d20pfsrd.com/magic/all-spells/w/wall-of-fire/" style="font-style: italic">wall of fire</a>). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.</p><p style="margin-left: 40px">If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by <a href="https://www.d20pfsrd.com/magic/all-spells/s/summon-monster/" style="font-style: italic">summon monster</a>), you make a dispel check to end the spell that conjured the object or creature.</p><p style="margin-left: 40px">If the object that you target is a magic item, you make a dispel check against the item’s caster level (DC = 11 + the item’s caster level). If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a <a href="https://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bag-of-holding/" style="font-style: italic">bag of holding</a>) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.</p><p style="margin-left: 40px">You automatically succeed on your dispel check against any spell that you cast yourself.</p><p style="margin-left: 40px"><i>Counterspell</i>: When <i>dispel magic</i> is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, <i>dispel magic</i> may not work; you must make a dispel check to counter the other spellcaster’s spell.</p><p><a name="greater"></a></p>


name: Displacement
school: illusion (glamer)
casting_time: 1 standard action
components: V, M (a small loop of leather)
range: touch
target: creature touched
duration: 1 round/level (D)
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
level:
alchemist 3, bard 3, magus 3, medium 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, summoner/unchained summoner 3

description:
<p>The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Concealment">concealment</a>. Unlike actual total concealment, <i>displacement</i> does not prevent enemies from targeting the creature normally. <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/t/true-seeing/">True seeing</a></i> reveals its true location and negates the miss chance.</p>


name: Disrupt Link
level: antipaladin 2, bard 3, inquisitor 3, sorcerer/wizard 2, witch 2
school: abjuration
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>The target has her link with her bonded creature temporarily severed. If the subject has a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a>, she loses the benefits of the alertness, deliver <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spells, empathic link, scry on familiar, share spells, and speak with master abilities. If the target has an <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a>, she loses the benefits of the link, share spells, and devotion abilities. The target and her <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> or <a href="https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions">animal companion</a> also lose any other abilities (such as those from archetypes or feats) that rely on the two having a connection.</p>


name: Disrupt Silence
level: bard 2, cleric 3, inquisitor 3, psychic 3
school: abjuration
casting_time: 1 standard action
components: S, M (tiny silver bell, chime, or gong)
range: touch
area: 10-ft.-radius emanation centered on a creature, object, or point in space
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You suppress magical sound-dampening effects within the area.</p><p><i>Disrupt silence</i> temporarily negates magical silence within its area, so that normal sounds can be heard within the overlapping areas of effect. Additionally, <i>disrupt silence</i> can automatically counter or dispel any magical silence effect of equal or lower level cast upon the same target, such as <a href="https://www.d20pfsrd.com/magic/all-spells/s/silence/" style="font-style: italic">silence</a>. If you cast <i>disrupt silence</i> on the target of a higher-level silence effect, it functions as <a href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic/" style="font-style: italic">dispel magic</a> instead of its normal function.</p>


name: Disrupt Undead
level: inquisitor 0, magus 0, sorcerer/wizard 0
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
effect: ray
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p class="description">You direct a ray of positive energy.</p><p>You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.</p>


name: Disrupting Weapon
level: cleric/oracle 5, inquisitor 5
school: transmutation
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 round/level
saving_throw: Will negates (harmless, object); see text
spell_resistance: yes (harmless, object)
description:
<p>This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or be destroyed utterly if struck in combat with this weapon. <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Resistance">Spell resistance</a> does not apply against the destruction effect.</p>


name: Dissolution
level: alchemist 4, sorcerer/wizard 5, spiritualist 6, summoner 6
school: transmutation
casting_time: 1 standard action
components: V, S, M ( vial of alchemical reagents worth 50 gp)
range: touch
target: Tiny or smaller object touched
duration: 10 minutes/level (D)
saving_throw: Fort negates (object)
spell_resistance: no
description:
<p>You touch a Tiny or smaller item, causing the item to vanish as if it did not exist at all. The item doesn’t take damage or otherwise gain any condition; it simply ceases to be visible to or interact with the world in any way, as if it no longer existed. The oil vanishes with the item and leaves no residue, nor does it affect surfaces that handle or hold the item during its application. No spell or ability short of <a href="https://www.d20pfsrd.com/magic/all-spells/d/m/miracle" style="font-style: italic">miracle</a> or <a href="https://www.d20pfsrd.com/magic/all-spells/d/w/wish" style="font-style: italic">wish</a> can locate or affect the item while it is under the effect of this spell. Though the item seems to not exist while under the effects of this spell, its own reality is consistent (it ages normally, and any ongoing effects upon it continue normally). The target object can be one size larger than Tiny for every 5 caster levels above 5th you possess.</p><p>The target item returns to existence when the spell’s duration expires. An item returns to existence in exactly the same location and condition it left. If the location no longer has room for the item, the item takes 1d0 points of damage (bypassing <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a>) and is teleported to the nearest location that has room for it. If that location is more than 5 feet from the original location, there is a 25% chance the item is instead shifted to a randomly determined alternate plane.</p>


name: Distracting Cacophony
level: bard 2, psychic 3, sorcerer/wizard 3
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 20-ft. spread
duration: 1 round/level (D)
saving_throw: none
description:
<p>The air fills with loud and discordant noise, making concentration difficult. Casting a spell in this area of cacophony requires a <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> check (DC 15 + the level of the spell being cast). Any other <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks in the area have their DCs increased by 5. The DC of <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks involving hearing is likewise increased by 5.</p>


name: Distressing Tone
level: bard 2, inquisitor 2
school: evocation [sonic]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: 1d4 living creatures
duration: 1 round/level
saving_throw: Fortitude negates
description:
<p class="description">You create a powerful tone that vibrates living flesh.</p><p>Targets must save or gain the <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> condition. Creatures that are immune to critical hits are immune to this spell.</p>


name: Divide Mind
level: psychic 9
school: enchantment [mind-affecting]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 1 minute
saving_throw: none
spell_resistance: no
description:
<p>You partition your mind to maximize your mental power. Until the spell ends, you roll twice and use the higher result for all <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saves, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> checks, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a>-based skill checks. In addition, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> you can have your second mind perform any purely mental action that normally requires a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> or a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a>. This includes casting psychic spells, using <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, and concentrating on spells.</p><p>Spells and <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a> cast or used by your secondary mind this way can’t exceed 5th level.</p>


name: Divination
level: cleric/oracle 4, inquisitor 4, shaman 4, witch 4
school: divination
casting_time: 10 minutes
components: V, S, M (incense and an appropriate offering worth 25 gp)
range: personal
target: you
duration: instantaneous
description:
<p>Similar to <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/augury">augury</a> but more powerful, a <i>divination</i> spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct <i>divination</i> is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.</p><p>As with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/a/augury">augury</a>, multiple <i>divinations</i> about the same topic by the same caster use the same dice result as the first <i>divination</i> spell and yield the same answer each time.</p>


name: Divine Arrow
level: paladin 2
school: transmutation [good]
casting_time: 1 standard action
components: V, S
range: touch
target: one projectile
duration: 1 round/level or until discharged
saving_throw: none
spell_resistance: no
description:
<p>You imbue a projectile, such as an arrow or shuriken, with holy energy so that it deals extra damage to <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> equal to that dealt by your lay on hands feature. This extra damage is not multiplied on a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Critical-Hits">critical hit</a>. Although this spell does not expend a daily use of your lay on hands class feature, you must have at least one daily use available to cast this spell. If the projectile hits a target or is destroyed before the duration ends, the spell is discharged.</p>


name: Divine Favor
level: cleric/oracle 1, inquisitor 1, paladin 1
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 minute
description:
<p>Calling upon the strength and wisdom of a deity, you gain a +1 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Luck-Bonus">luck bonus</a> on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.</p>


name: Divine Illumination
level: cleric 3, inquisitor 3, paladin 2
school: conjuration [good, light]
casting_time: 1 minute
components: V, S, DF
range: medium (100 ft. +5 ft./level)
duration: 1 minute/level
saving_throw: Will partial
spell_resistance: yes
description:
<p>With this spell, you create shafts of blue light that illuminate all <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creatures in the area. Affected <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> take a –20 penalty on all <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks. Invisible <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> are not made visible by this effect, but the light does make it easy to pinpoint the exact squares in which such <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> are located (they still retain the 50% miss chance granted by <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/i/invisibility">invisibility</a>). This spell increases light levels by one step in a 5-foot radius around an affected <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> creature. Once an <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> is affected, it remains illuminated as long as remains within the spell’s range, even if it leaves the spell’s original radius, until the spell’s duration ends.</p><p>Affected <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead">undead</a> must also make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save when they are first illuminated. Those who fail this save lose all benefits of <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Channel-Resistance">channel resistance</a> and take a –2 penalty on all saving throws made against positive energy effects.</p>


name: Divine Power
level: cleric/oracle 4, inquisitor 4, shaman 4
school: evocation
casting_time: 1 standard action
components: V, S, DF
range: personal
target: you
duration: 1 round/level
description:
<p>Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +1 luck bonus on attack rolls, weapon damage rolls, <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> checks, and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/h/haste">haste</a> or weapons with the <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Speed">speed</a></i> special ability.</p>


name: Divine Pursuit
level: inquisitor 5
school: transmutation
casting_time: 1 standard action
range: personal
target: you
duration: 1 minute/level; see text
description:
<p>Select one creature within 60 feet that you have damaged. If that creature has a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a>, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Climb">climb</a>, <a href="https://www.d20pfsrd.com/skills/fly">fly</a>, or <a href="https://www.d20pfsrd.com/skills/swim">swim</a> speed, you gain that form of movement for the duration of the spell at the same speed and maneuverability as the selected creature. If this gives you the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Burrow-Ex-">burrow</a> or <a href="https://www.d20pfsrd.com/skills/swim">swim</a> speed, you can breathe while <a href="https://www.d20pfsrd.com/gamemastering/monsters-foes/#Burrow">burrow</a>ing or swimming. If the creature moves 1,000 feet or more from you, the spell ends. If the creature has more than one of these types of movement, you select one from the types available to the creature.</p>


name: Divine Transfer
level: paladin 3
school: necromancy
casting_time: 1 standard action
components: V, S
range: touch
duration: 1 round/level
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p>With a single touch, you transfer some of your life essence to the subject, transferring your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> and your resolve. When you touch the subject you can transfer up to a number of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> score to the target. These <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> heal the subject, but cannot raise the subject’s <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> higher than its normal hit point total. In addition, the subject gains <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>/<a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Evil">evil</a> equal to your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> bonus (if any) for the duration of the spell.</p>


name: Divine Trident
level: cleric 2, druid 2, witch 2
school: evocation [electricity]
casting_time: 1 standard action
components: V, S, DF
range: 0 ft. trident -like bolt of electricity
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: yes
description:
<p>A 4-foot-long, blazing, forked bolt of electricity springs forth from your hand. You wield this <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/spear">spear</a>-like bolt as if it were a <a href="https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/trident">trident</a> (you are considered proficient with the bolt). Attacks with the trident are melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> attacks. The bolt deals 1d8 points of electricity damage + 1 point per 2 caster levels (maximum +10). Since the bolt is immaterial, your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> modifier does not apply to the damage. The bolt can ignite combustible materials such as <a href="https://www.d20pfsrd.com/equipment/goods-and-services/books-paper-writing-supplies#TOC-Parchment">parchment</a>, straw, dry sticks, and cloth.</p>


name: Divine Vessel
level: oracle 8
school: transmutation [chaotic, evil, good, or lawful]
casting_time: 1 standard action
components: V, S
range: personal
duration: 1 round/level (D)
description:
<p class="description">You accept otherworldly energies into your body and transform.</p><p>Your size increases by one category, your height doubles, and your weight increases by a factor of eight. Your features shift into those of a cold and alien being of logic, a creature of primal chaos, an angelic presence, or a fiendish monster, as chosen by you. You gain a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Size-Bonus">size 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-Constitution-Con-">Constitution</a>, a +3 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor bonus</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision">darkvision</a> 60 ft., and spell resistance of 12 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. These modifiers replace the normal modifiers for increasing your size. The size modifier for <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">AC</a>, attacks, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus">CMB</a>, and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> changes as appropriate for your new size category.</p><p>This spell doesn’t change your base <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Speed">speed</a>. Determine space and reach as appropriate for your new size.</p><p>If insufficient room is available for the desired growth, you attain 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 your increased <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>) to burst any enclosures in the process (see <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Breaking-and-Entering">Breaking and Entering</a>). If you fail, you are constrained without harm by the materials enclosing you-the spell cannot crush you by increasing your size.</p><p>All equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.</p><p>Magical effects that increase size do not stack.</p><p>You gain additional abilities as noted below.</p><ul>
<li>
<p><b>Anarchic aspect</b>: You gain the following abilities: an additional +2 bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 10/lawful, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> acid 10, electricity 10, and sonic 10, a +4 bonus on saves against poison, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a> 30 feet, and a fly speed of 60 feet (good maneuverability). You gain a bite attack dealing 2d6 points of damage. Your natural weapons and any weapons you wield are considered chaotic-aligned for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p>
</li>
<li>
<p><b>Axiomatic aspect</b>: You gain the following abilities: an additional +2 bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 10/chaotic, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> cold 10, electricity 10, and fire 10, a +4 bonus on saves against poison, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered lawful-aligned for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p>
</li>
<li>
<p><b>Celestial aspect</b>: You gain the following abilities: a +2 bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 10/evil, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> acid 10, cold 10, and electricity 10, a +4 bonus on saves against poison, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Low-Light-Vision">low-light vision</a>, and a fly speed of 60 feet (good maneuverability). You gain 2 slam attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p>
</li>
<li>
<p><b>Fiendish aspect</b>: You gain the following abilities: an additional +2 bonus to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a>, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> 10/good, <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">resist</a> acid 10, cold 10, and fire 10, a +4 bonus on saves against poison, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-See-in-Darkness-Su-">see in darkness</a>, and a fly speed of 60 feet (good maneuverability). You gain 2 claw attacks dealing 1d6 points of damage each. Your natural weapons and any weapons you wield are considered evil-aligned for the purpose of overcoming <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a>.</p>
</li>
</ul><p>When used to assume an anarchic, axiomatic, celestial, or fiendish aspect, this spell is a chaotic, lawful, good, or evil spell respectively.</p>


name: Dominate Animal
level: druid 3, shaman 3
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one animal
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell allows you to enchant the targeted animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.</p><p><i>Dominate animal</i> establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.</p>


name: Dominate Monster
level: sorcerer/wizard 9, summoner 6, witch 9
school: enchantment (compulsion) [mind-affecting]
target: one creature
description:
<p>This spell functions like <i><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-person">dominate person</a></i>, except that the spell is not restricted by creature type.</p>


name: Dominate Person
level: bard 4, mesmerist 4, shaman 5, sorcerer/wizard 5, witch 5
school: enchantment (compulsion) [mind-affecting]
casting_time: 1 round
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid
duration: 1 day/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.</p><p>If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.</p><p>Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> skill description).</p><p>Changing your orders or giving a dominated creature a new command is a move action.</p><p>By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.</p><p>Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.</p><p>If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.</p><p><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil">Protection from evil</a> or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.</p>


name: Doom
level: antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1
school: necromancy [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, DF
range: medium (100 ft. + 10 ft./level)
target: one living creature
duration: 1 min./level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell fills a single subject with a feeling of horrible dread that causes it to become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a>.</p>


name: Draconic Ally
school: conjuration (creation) [draconic]
casting_time: 10 minutes
components: V, S, M (a scale from a dragon and 250 gp)
range: close (25 ft. + 5 ft./2 levels)
effect: one intelligent draconic servant
duration: 1 day/level (D)
saving_throw: none
spell_resistance: no
level:
antipaladin 3, bloodrager 3, paladin 3, psychic 3, occultist 3, sorcerer/wizard 3, spiritualist 3, summoner 3

description:
<p>You create a semi-living intelligent draconic servant that loyally obeys and serves you.</p><p>Treat this servant as a <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/pseudodragon">pseudodragon</a> with all of the abilities granted by one of the following spells: <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/f/form-of-the-alien-dragon"><i>form of the alien dragon I</i></a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/f/form-of-the-dragon-i"><i>form of the dragon I</i></a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/f/form-of-the-exotic-dragon"><i>form of the exotic dragon I</i></a>. Your draconic ally can use its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a> once per day. Once conjured, the creature is not limited to the spell’s range, and can go a considerable distance to carry out missions at your command. The draconic ally speaks one language of your choice that you know. You cannot have more than one draconic ally at a time. As long as a previous ally exists, you cannot successfully cast this spell again. If you have a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a>, you can cast this spell as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> by expending one use of your <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a> as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a> when you cast the spell.</p><p><a href="https://www.d20pfsrd.com/classes/core-classes/cleric">Clerics</a>, <a href="https://www.d20pfsrd.com/classes/base-classes/inquisitor">inquisitors</a>, <a href="https://www.d20pfsrd.com/classes/base-classes/oracle">oracles</a>, and <a href="https://www.d20pfsrd.com/classes/hybrid-classes/warpriest">warpriests</a> who worship a god of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragons</a> add this spell to their spell lists as a 3rd-level spell.</p>


name: Draconic Malice
school: enchantment [draconic]
casting_time: 1 standard action
components: V, S
range: personal
target: you
effect: 10-foot aura centered on you
duration: 1 minute/level
saving_throw: Will negates (harmless)
spell_resistance: no
level:
antipaladin 3, bard 3, bloodrager 3, cleric 3, inquisitor 3, mesmerist 3, psychic 3, shaman 3, sorcerer/wizard 3, witch 3

description:
<p>You surround yourself with a palpable aura of draconic fear and dread.</p><p>Living creatures within this aura that are normally immune to <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Fear">fear</a> or <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> abilities lose those immunities against your spells, <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like abilities</a>, and <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> abilities that create fear effects, as well as any <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks you attempt to demoralize foes.</p><p>If you have the <a href="https://www.d20pfsrd.com/classes/alternate-classes/antipaladin">antipaladin</a> aura of cowardice class feature, this spell instead changes the penalty imposed by aura of cowardice to –6 for its duration.</p>


name: Draconic Reservoir
level: alchemist 3, bloodrager 3, sorcerer/wizard 3
school: evocation [acid, cold, electricity, or fire]
casting_time: 1 standard action
components: V, S, M (a scale from dragon that produces the energy you seek to absorb)
range: touch
duration: 10 minutes/level or until discharged; see text
saving_throw: Fortitude negates (harmless)
spell_resistance: yes (harmless)
description:
<p><i>Draconic reservoir</i> functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/p/protection-from-energy"><i>protection from energy</i></a>, absorbing 6 points of one type of energy damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (acid, cold, electricity, or fire, maximum 60 points). Each round, as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack, as if using an <i>acidic</i>, <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>, or <i><a href="https://www.d20pfsrd.com/magic-items/magic-weapons#TOC-Shock">shock</a></i> weapon. The first creature the subject strikes with this attack takes the energy damage in addition to any other consequences of the attack. </p><p>Releasing energy in this way does not “free up” space to absorb still more energy; the maximum amount of energy the spell can absorb remains fixed. The subject cannot release more energy than he currently has absorbed. Once the subject has absorbed all the energy allowed by the spell, he takes damage as normal from that energy type. Once the energy has been released, the spell is discharged. </p><p><i>Draconic reservoir</i> does not stack with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/p/protection-from-energy"><i>protection from energy</i></a>. </p><p><i>Draconic reservoir</i> overlaps (and does not stack with) <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/r/resist-energy"><i>resist energy</i></a>. If a character is warded by <i>draconic reservoir</i> and <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/r/resist-energy"><i>resist energy</i></a>, <i>draconic reservoir</i> absorbs damage until it reaches its maximum limit.</p>


name: Draconic Suppression
level: sorcerer/wizard 5, witch 5
school: abjuration
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
target: one dragon
duration: 1 round/level (D)
saving_throw: Fort negates
spell_resistance: yes
description:
<p>A <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> that fails its saving throw cannot use its <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-">breath weapon</a> for the duration of the spell and is treated as one age category younger for determining which special abilities it can use. For example, an ancient <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-green">green dragon</a> would revert to the special abilities of a very old <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon</a> and lose access to its miasma ability and its <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dominate-person">dominate person</a> <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>. This spell has no effect on a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragon’s</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">armor class</a>, feats, <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Frightful-Presence-Ex-">frightful presence</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a>, physical attacks, saving throws, senses, size, skills, spellcasting, or statistics.</p>


name: Dragon Turtle Shell
level: alchemist 3, cleric 3, druid 2, sorcerer/wizard 3
school: abjuration
casting_time: 1 standard action
components: V, S, M (a piece of turtle shell)
range: personal
target: you
duration: 1 round/level
description:
<p>When you are struck by an opponent’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attacks</a>, the damage is resolved as if the attack came from a creature one size smaller per 5 caster levels (maximum of four size categories smaller at CL 20th). Refer to Table 3–1 to determine an attack’s altered base damage. If the creature’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a> deals nonstandard damage, refer instead to the <a href="https://www.d20pfsrd.com/feats/monster-feats/improved-natural-attack">Improved Natural Attack</a> feat. It is not possible to reduce the base damage of a creature’s <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks">natural attack</a> below 1d2 with this spell.</p>


name: Dragonvoice
level: alchemist 2, bard 2, sorcerer/wizard 2, witch 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: personal
target: you
duration: 1 minute/level
description:
<p>By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragons</a>.</p><p>This grants a +6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> checks and <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-related skill checks when dealing with <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragons</a>.</p><p>In addition, your voice is much louder than normal, halving the penalties to others’ <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> checks to hear you due to distance, intervening doors, and so on.</p>


name: Dragon’s Breath
level: alchemist 4, bloodrager 4, magus 4, sorcerer/wizard 4
school: evocation [acid, cold, electricity, or fire]
casting_time: 1 standard action
components: V, S, M (a dragon scale)
range: 30 ft. or 60 ft.
area: cone-shaped burst or line
duration: instantaneous
saving_throw: Reflex half
spell_resistance: yes
description:
<p>You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> (maximum of 12d6). A successful <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save results in half damage. The spell’s effect and energy type depend on the type of dragon scale used:</p><ul>
<li><i><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-black">Black dragon</a></i>: 60-foot line of acid.</li>
<li><i><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-blue">Blue</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/metallic-bronze">bronze dragon</a></i>: 60-foot line of electricity.</li>
<li><i><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-green">Green dragon</a></i>: 30-foot cone of acid.</li>
<li><i><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/metallic-gold">Gold</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-red">red dragon</a></i>: 30-foot cone of fire.</li>
<li><i><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/metallic-silver">Silver</a> or <a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-white">white dragon</a></i>: 30-foot cone of cold.</li>
<li><i><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/metallic-brass">Brass dragon</a></i>: 60-foot line of fire.</li>
<li><i><a href="https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/metallic-copper">Copper dragon</a></i>: 60-foot line of acid.</li>
</ul>


name: Drain Construct
level: sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one construct
duration: 1 round/level (D)
saving_throw: Will negates
spell_resistance: no
description:
<p>You weaken a target <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a>, temporarily sapping its animating force and limiting its normal functionality. If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> fails its saving throw, for the duration of this spell, it loses any <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Damage-Reduction">damage reduction</a> and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">fast healing</a> it had and its base speed is reduced by half.</p><p>Additionally, the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> takes a –4 penalty to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> while this spell is in effect. This penalty increases by 2 for every 3 caster levels beyond 3rd (maximum –14). If the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> is normally immune to magic, this spell’s sapping effect is less penetrating and the <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> receives a +4 bonus on its saving throw.</p>


name: Drain Poison
level: alchemist 3, antipaladin 3, cleric 3, druid 3, ranger 3, witch 3
school: transmutation [poison]
casting_time: 1 standard action
components: V, S, M/DF (the fang of a poisonous creature)
range: touch
target: one weapon or a single piece of ammunition
duration: 24 hours
saving_throw: none
spell_resistance: no
description:
<p>By touching a weapon against the fang of a poisonous creature and casting this spell, you drain 1 dose of the creature’s poison, which is magically applied to your weapon without risk of poisoning yourself. The poison remains on the weapon until either it strikes a creature, you touch the weapon, or you wipe off the poison. It otherwise functions exactly like a dose of a manufactured poison applied to a weapon. You can use this spell with natural as well as manufactured weapons. This spell does not prevent you from exposing yourself to the poison if you roll a natural 1 on an <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> while the poison is applied to your weapon.</p><p>The spell has no effect if the creature whose fang is touched is a summoned creature, if it has been <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dead">dead</a> for more than 1 minute, or if its poison has already been extracted from it.</p>


name: Dread Bolt
level: cleric/oracle 2
school: evocation [evil]
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
effect: arrow-shaped projectile of evil energy
duration: instantaneous (1d4 rounds)
saving_throw: Will partial (see text)
description:
<p>You unleash a crackling missile of darkness from your unholy symbol at any one target in range as a ranged <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch attack</a>.</p><p>A good creature struck by dread bolt takes 1d8 points of damage per two <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Caster-Level-CL-">caster levels</a> (maximum 5d8). A good <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-Sickened">sickened</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-Sickened">sickened</a> effect. This spell deals only half damage to creatures that are neither good nor evil, and they are not <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a>. The bolt has no effect on evil creatures.</p>


name: Dreadscape
level: bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4
school: illusion (phantasm)) [emotion, fear, mind-affecting]
casting_time: 1 standard action
components: V, S, M (a pinch of black sand)
range: close (25 ft. + 5 ft./2 levels)
target: up to one creature/level, no two of which can be more than 30 feet apart
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>Your targets see their surroundings as a nightmarish reflection of the world around them. Buildings and furnishings take on a dirty, ruined appearance. Even allies appear foreign and hostile, with friendly speech turning into garbled mockery and threats.</p><p>Each target gains the scared condition and has a hostile attitude toward any new creature it encounters (though not toward creatures that were already present at the time of the casting).</p><p>Being hostile doesn’t necessarily mean the target will attack, and creatures can attempt <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> checks to gain a target’s trust at the normal DC. If a creature becomes <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> while under the influence of dreadscape, that creature takes 1d6 points of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>, though only once per casting of <i>dreadscape</i>.</p><p>If your campaign uses <a href="https://www.d20pfsrd.com/gamemastering/other-rules/sanity">the sanity rules</a>, creatures that become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened">frightened</a> or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked">panicked</a> take 2d6 sanity damage instead of <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage">Wisdom damage</a>.</p>


name: Dream
level: alchemist 5, bard 5, sorcerer/wizard 5
school: illusion (phantasm) [mind-affecting]
casting_time: 1 minute
components: V, S
range: unlimited
target: one living creature touched
duration: see text
saving_throw: none
spell_resistance: yes
description:
<p>You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.</p><p>Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message.</p><p>If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.</p><p>Creatures who don’t sleep or don’t dream cannot be contacted by this spell.</p><p>The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.</p>


name: Dream Council
level: bard 6, medium 4, mesmerist 5, psychic 6, sorcerer/wizard 7
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: unlimited
target: one or more living creatures
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dream">dream</a>, but you and the target of your dream can converse in a limited fashion as long as the recipient is also asleep. You can send or receive a number of dream messages equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Each message can be up to 25 words long or a single vague image that can’t convey fine details such as words. You can send and receive these dream messages with a single target or multiple targets, but each message you send or receive counts against the total number of messages allowed. Sending a message takes 1 round. The spell ends and you wake up when you run out of messages.</p><p>If you use dream council to send a message to a sleeping creature that has <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dream">dream</a> or dream council prepared (or is able to cast it spontaneously or as a <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a>), the recipient can expend one of your allotted messages to cast that spell while remaining asleep. This uses up that creature’s prepared spell, spell per day, or <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a> use as normal. Instead of replying to your message, that character is able to enter your dreamscape. If the sleeping recipient has the Lucid Dreamer feat, it can enter your dreamscape without casting either of those spells. While in the original caster’s dreamscape, those involved in the council can interact with one another and that dreamscape for 10 minutes for each message remaining. When that time elapses, the spell ends.</p>


name: Dream Dalliance
level: mesmerist 3, psychic 4, sorcerer/wizard 4
school: illusion (phantasm)) [mind-affecting]
casting_time: 1 round
components: V, S
range: medium (100 ft. + 10 ft./level)
target: one creature
duration: instantaneous
saving_throw: Will disbelief, then Will partial (see text)
spell_resistance: yes
description:
<p>You create a comforting phantasm, which leeches onto the psyche of a nearby target. The creature can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw to prevent the phantasm from entering its psyche, but otherwise it takes up permanent residence in the creature’s mind. The phantasm fills its target’s dreams with happy visions, comforting manifestations of loved ones, and incredible vistas, feeding the target a perfect fantasy life it never wishes to leave. After the target’s next night’s sleep, the target must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw to wake up; otherwise, it remains asleep for the rest of the day and following night. Each night it must succeed at a new saving throw or remain asleep for days or weeks on end as it slowly starves to death (presuming it normally needs to eat to survive). Loud noises, jostling, and even pain won’t rouse the slumbering target. Dealing 1 point of damage per the target’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Hit-Dice-HD-">Hit Die</a> awakens the target, but it awakens <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a> and takes a –2 penalty on all saving throws against spells and effects that may put it back to sleep until the phantasm has been banished.</p><p>The phantasm remains in its host’s mind indefinitely, requiring a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> saving throw to wake up every time the target rests, until it is removed via <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/b/break-enchantment">break enchantment</a>, <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/r/restoration">greater restoration</a>, or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/m/miracle">miracle</a>. Alternatively, the phantasm can be confronted in its host’s mindscape, where it manifests as a slothful duplicate of its host with identical abilities, skills, and attributes.</p>


name: Dream Feast
level: cleric/oracle 1, druid 1, ranger 1, shaman 1
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, DF
range: touch
target: creature touched
duration: instantaneous
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The next time the target sleeps (within the next 8 hours), she dreams of a rich feast with her favorite foods and drinks. When she awakens, she is sated as if she had eaten a nutritious <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Meal">meal</a>, regardless of what she dreamed she ate. The target must sleep for at least 1 hour to gain the benefits of this spell. Being awakened during this period interrupts the spell and cancels its effects.</p><p>If you sleep with this spell prepared, you may automatically expend it while you sleep to gain the spell’s benefit. This expenditure does not count as spellcasting for the purpose of determining available spell slots (you could go to sleep at midnight, expend this spell during an 8-hour period of sleep, and still prepare your full allotment of spells in the morning).</p>


name: Dream Reality
level: alchemist 5, bard 5, cleric 6, mesmerist 5, occultist 5, psychic 6, sorcerer/wizard 6
school: illusion (compulsion) [mind-affecting]
casting_time: 1 standard action
components: V
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 1 minute/level (D)
saving_throw: Will disbelief
spell_resistance: yes
description:
<p>You cause the target to perceive the world as if in a dream.</p><p>When the spell ends, the target forgets all identifying details of events that transpired while the spell lasted.</p><p>The memories were not taken from it; rather, its mind never recorded the memories as real in the first place. If <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/m/modify-memory">modify memory</a> is cast upon it before the spell ends, the target remembers these events. A target under the effect of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/l/lullaby">lullaby</a> before this spell is cast applies its penalty to the saving throw against this spell.</p>


name: Dream Scan
level: bard 6, medium 4, mesmerist 5, psychic 5, sorcerer/wizard 6
school: divination [mind-affecting]
casting_time: 1 standard action
components: V, S
range: unlimited
target: one living creature
duration: see text
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dream">dream</a>, but rather than sending a message to a sleeping target, you can instead read the target’s thoughts. The target must be asleep for you to perform a dream scan, though if the target isn’t asleep, you can wait in a trance until your target falls asleep. Once the target is asleep, You can concentrate in order to read its surface thoughts as if using <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-thoughts">detect thoughts</a>. You can continue concentrating for up to 1 minute per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>Instead of reading surface thoughts, you can choose to scan the target’s dreams and subconscious mind for the answers to questions. For every minute you spend concentrating, You can obtain the answer to one question, though the answers might be brief, cryptic, or repetitive. The target is entitled to a new <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to end the dream scan each time you ask it a question. Otherwise, the creature can attempt a <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> check with a DC equal to 11 + your <a href="https://www.d20pfsrd.com/skills/sense-motive">Sense Motive</a> modifier.</p><p>If it fails its <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> check, you gain the information you desire. If it succeeds at its check, you gain no information. If it succeeds at its check by 5 or more, you misinterpret the target’s dreams—</p><p>You draw a false conclusion of the target’s choice and believe that wrong answer to be true.</p><p>Unlike with <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dream">dream</a>, you can’t cast this spell on another creature to have it serve as your messenger.</p>


name: Dream Shield
level: alchemist 2, bard 2, medium 2, mesmerist 2, psychic 3, shaman 2, sorcerer/wizard 4, witch 4
school: abjuration
casting_time: 1 standard action
components: V, S, M (hollow glass ball or dreamcatcher)
range: touch
target: creature touched
duration: 1 hour/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>You ward the target’s mind against intrusion and influence while she is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>. While sleeping, the target is protected against divinations such as <a href="https://www.d20pfsrd.com/magic/all-spells/n/nondetection/" style="font-style: italic">nondetection</a> and gains spell resistance equal to 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> against <a href="https://www.d20pfsrd.com/magic#TOC-Magic-Descriptor-Mind-Affecting">mind-affecting</a> effects. In addition, the subject immediately receives another saving throw (if one was allowed to begin with) against any spell or effect that would possess or exercise direct mental control over her. This functions in all respects like the second property of <a href="https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil/" style="font-style: italic">protection from evil</a> but it applies regardless of the <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> of the creature or object that created the possession or mental influence effect.</p><p>If the target is awake, instead of the previous effects, the dream shield provides a +4 bonus on saving throws against sleep effects.</p><p>The spell’s other effects are suppressed while the target is awake.</p><p>If the target falls asleep or is otherwise rendered <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious">unconscious</a>, the other effects of the dream shield resume. Every 10 minutes spent awake consumes 1 hour of the dream shield’s duration.</p>


name: Dream Travel
level: mesmerist 6, psychic 6
school: conjuration (teleportation) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: touch
target: you and one creature/level
duration: 1 hour/level (D)
saving_throw: Will negates
spell_resistance: yes
description:
<p>You and the other targets of the spell are physically drawn from the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> into the Dimension of Dreams on a voyage into the dreams of a creature you designate. In the Dimension of Dreams, you move through a swirling sea of thoughts, desires, and emotions created by the minds of dreamers everywhere to reach your destination dreamscape. Reaching the destination dreamscape takes 1 hour. At any point before the spell’s duration ends, you can dismiss the spell to return to where you started on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>. The connection between dreams and reality is inherently tenuous, and your ability to arrive precisely where you mean to is dependent on your familiarity with the dreamer you’re trying to find. To determine how accurate your arrival is at the end of your dream travel, roll d% on the following table.</p><table border="1" cellpadding="5">
<thead>
<tr>
<th class="text">Familiarity</th>
<th class="text">On Target</th>
<th class="text">Off Target</th>
<th class="text">Similar Area</th>
<th class="text">Mishap</th>
</tr>
</thead>
<tbody>
<tr>
<td class="text">Very familiar</td>
<td class="text">01–97</td>
<td class="text">98–99</td>
<td class="number">100</td>
<td class="marker">—</td>
</tr>
<tr>
<td class="text">Somewhat familiar</td>
<td class="text">01–94</td>
<td class="text">95–97</td>
<td class="text">98–99</td>
<td class="number">100</td>
</tr>
<tr>
<td class="text">Known creature</td>
<td class="text">01–88</td>
<td class="text">89–94</td>
<td class="text">95–98</td>
<td class="text">99–100</td>
</tr>
<tr>
<td class="text">Not well known</td>
<td class="text">01–76</td>
<td class="text">77–88</td>
<td class="text">89–96</td>
<td class="text">97–100</td>
</tr>
<tr>
<td class="text">False identity</td>
<td class="marker">—</td>
<td class="marker">—</td>
<td class="text">81–92</td>
<td class="text">93–100</td>
</tr>
</tbody>
</table>


name: Dream Voyage
level: psychic 9
school: conjuration (teleportation) [mind-affecting]
casting_time: 1 standard action
components: V, S,
range: touch
target: You and one creature per level
duration: 1 hour/level
saving_throw: Will negates
spell_resistance: yes
description:
<p>This spell functions as <i>dream travel</i>, but you and your companions travel through the Dimension of Dreams in a fantastical vehicle of your own devising that halves the travel time. Only you can pilot the vessel, and you can do so even if you aren’t inside it. Your psychic vehicle buffers minds from the intense emotional tides of the Dimension of Dreams, rendering everyone inside immune to harmful emotion and fear effects.</p><p>Unlike with <i>dream travel</i>, there is no chance the vessel arrives off target. In addition, you need not have met the target creature, but in that case you must have at least a reliable description of it. However, if you attempt to travel there with insufficient or incorrect information, you do need to roll, using the false identity entry from <i>dream travel</i>.</p><p>Creatures that disembark from your vehicle can either enter the dreamscape or exit to the plane where the dreamer’s body lies, arriving within 1 mile of the dreamer’s body. All creatures that disembark from the vehicle onto a plane at the same time arrive in the same place. The dreamer can’t prevent the dream voyagers from entering its dream, but can attempt a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save to prevent a group of creatures from exiting to the plane where its body resides.</p><p>The psychic vehicle remains in the dream for the remainder of the spell’s duration, even if it’s unoccupied. A creature adjacent to the dreamer can reenter the dream vessel as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Round-Actions">full-round action</a> through an illusory portal only subjects of the spell can see. You can return the vessel to the point where you cast dream voyage to allow any number of passengers to return to that plane, and can return it to the dream again. Either of these trips takes the same amount of time as the initial travel, and can be done any number of times within the spell’s duration. If the vessel moves out of a dreamscape, companions left behind can’t return to the vessel by being near the dreamer. If a companion is killed, its body doesn’t return to the dream voyage unless you carry it with you, just like any other object.</p><p>If the dreamer awakens while the dream vessel is still in its dream, it can allow the dream travelers to exit or not (as with <i>dream travel</i>). The dream vessel remains intact in the Dimension of Dreams for the spell’s duration even if it’s untethered from a dream. It drifts through dreams when this happens, and you can’t pilot it to another dream (even a dream of the initial dreamer if that creature begins dreaming again). If you dismiss the spell at any time, you and all subjects within the dream vessel return to where you started on the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a>.</p><p>You can increase the number of companions you can bring on a dream voyage to 10 creatures per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, though to do so you must increase the <a href="https://www.d20pfsrd.com/magic#TOC-Casting-Time">casting time</a>, maintaining your <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> and touching up to 6 creatures per round as a full-round action. If your <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> is disrupted before you <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> all of the targets, the spell is wasted and has no effect. Once you have touched all of your companions, the dream voyage begins; however, its duration is reduced to 1 hour.</p>


name: Dress Corpse
level: cleric 2, sorcerer/wizard 2, witch 2
school: necromancy
casting_time: 1 standard action
components: V, S, M (a pickled herring)
range: touch
target: corpse touched
duration: instantaneous
saving_throw: none
spell_resistance: no
description:
<p>You cause the flesh and bones of a corpse to shift themselves to suit a narrative of your choosing. This spell can hide or create telltale wounds, bruising, and other subtle clues as to the nature of the target’s death, and the final hours leading up to it, allowing you to make the corpse appear to have died in just about any way.</p><p>You could, for example, make stab wounds close up as though they were never there, rearrange bruises on the neck, evaporate traces of <a href="https://www.d20pfsrd.com/gamemastering/afflictions/poison">poison</a> within the body into nothingness, make burn marks grow to cover the corpse’s skin, or shrivel the target’s body as though the creature had starved. This spell can’t hide extreme alterations to the body (such as the loss of a limb), nor can it restore flesh to a skeletal corpse or strip a corpse down to skeletal form. It is also unable to change the apparent identity of the corpse.</p><p>Anyone who closely examines the corpse can attempt a <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> check (DC = 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) to notice that the corpse’s wounds (or lack thereof) don’t look natural, but this doesn’t allow the observer to determine what the corpse looked like before this spell was cast. Closely examining the corpse with a successful <a href="https://www.d20pfsrd.com/skills/heal">Heal</a> check (DC = 15 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>) not only reveals that the target’s apparent wounds are false, but also what the originally obscured wounds were.</p>


name: Drunkard’s Breath
level: bard 2, cleric 2
school: conjuration (creation)
range: 30 ft.
area: cone-shaped burst
description:
<p>This spell emanates from your mouth and functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/s/stinking-cloud"><i>stinking cloud</i></a>, except as noted above. The effect is barely visible and does not obscure vision. The nausea effect resembles that of an extreme hangover. This is a poison effect.</p>


name: Duelist’s Feint
level: bard 2
school: enchantment (charm) [mind-affecting]
casting_time: 1 standard action
components: V, S
range: 20 ft.
target: one creature
duration: 1 round/level
saving_throw: Will negates
spell_resistance: yes
description:
<p class="desciption">With a lascivious wink and a sensuous sway, you flood a foe’s mind with lustful thoughts of you, distracting your target and rendering that creature vulnerable to your attacks.</p><p>An affected creature takes a penalty equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> on <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks and to its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Defense">CMD</a> against <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Dirty-Trick">dirty trick</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple">grapple</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> you perform. The creature is also denied its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-">Dexterity</a> bonus to AC for the first melee attack you make against it each round.</p><p>If the target would not normally be sexually attracted to you, it receives a +4 bonus on its saving throw. If you end your turn more than 20 feet from the target or end your turn where your target cannot see you, this spell immediately ends.</p>


name: Duelist’s Parry
level: bard 1, magus 1
school: transmutation
casting_time: 1 immediate action
components: V, S
range: personal
target: you
duration: instantaneous
description:
<p class="desciption">Originally designed by a <a href="https://www.d20pfsrd.com/classes/base-classes/magus">magus</a> who had long admired <a href="https://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler">swashbucklers</a> for their ability to deflect blows, duelist’s parry has swiftly gained popularity among <a href="https://www.d20pfsrd.com/classes/core-classes/bard">bards</a> and magi alike.</p><p>Your reflexes snap into action, allowing you to deflect a blow. This spell can be cast only when an opponent makes a melee attack against you, and only before the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> has been made. Make a parry attempt with a light or one-handed weapon you’re wielding, as if using the <a href="https://www.d20pfsrd.com/classes/hybrid-classes/swashbuckler">swashbuckler’s</a> opportune parry and riposte deed (except that this does not require panache). You cannot riposte as part of this spell’s effect.</p>


name: Dungeonsight
level: bard 4, cleric 5, inquisitor 4, sorcerer/wizard 5
school: divination
casting_time: 1 standard action
components: V, S, F (a small glass orb worth 150 gp)
range: personal
area: 60-ft.-radius emanation
duration: instantaneous
description:
<p>You receive a clear and memorable view of the layout of chambers, barriers, and connecting passages within the area of effect.</p><p>This spell does not reveal the contents or inhabitants of any of these locations, only the basic architecture of the space. For example, a staircase leading up to a pair of doors would be apparent, but the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-iron">iron golems</a> guarding the doors would not. This spell does identify the locations of secret doors and hidden passages but gives no clue as to the means of opening or accessing them.</p>


name: Duplicate Familiar
level: alchemist 4, sorcerer/wizard 5, witch 5
school: conjuration (creation)
casting_time: 1 standard action
components: V, S, M (alchemically preserved mockingfey feathers), F ( familiar )
range: touch
effect: temporary duplicate of familiar touched
duration: 10 minutes/level
saving_throw: Fort negates
spell_resistance: no
description:
<p>You create a duplicate of a <a href="https://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-">familiar</a>. The familiar’s master can use the duplicate as if it were his <a href="https://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar">familiar</a> in all respects, though he doesn’t gain the bonus special ability from more than one familiar at a time. When the spell’s duration expires, the familiar duplicate shrivels into nothing, even if <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Petrified">petrified</a> or otherwise transformed.</p>


name: Dust Form
level: alchemist 5, cleric 6, druid 6, witch 6
school: transmutation (polymorph)
casting_time: 1 standard action
components: V, S, M (a pinch of dust gathered from a gravestone or sacred shrine)
range: personal
target: you
duration: 1 round/level
description:
<p>Upon casting this spell, you keep your relative form, but you and your equipment become composed entirely of dust. While in this dust form, you take no penalties for squeezing, and can move through spaces as if you were a creature three size categories smaller without penalty. You are also considered <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a>, though any nonmagical attack you make deals half damage (50%). Magic attacks are unaffected, and you can still use your magic items and other equipment as normal. If the duration ends in a square that your normal space cannot occupy, you take 3d6 damage and are shunted to the nearest open space that you can normally occupy.</p>


name: Dust Ward
level: cleric 6, sorcerer/wizard 6, witch 6
school: abjuration
casting_time: 10 minutes
components: V, S, M (a pinch of pumice)
range: touch
target: one magic item
duration: permanent
saving_throw: none
spell_resistance: no
description:
<p class="description">You ward a magic item against other creatures who try to learn to use or copy it.</p><p>When you cast the spell, you designate one creature type, subtype, or a specific individual. If the item is worn or carried for 1 continuous hour or more by a creature that doesn’t match the designation, the dust ward disintegrates the item into worthless gray dust. This destruction also occurs if the creature attempts to study the item in order to learn its properties or how to magically craft it (a <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/m/miracle">miracle</a> or <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/w/wish">wish</a> spell used on the gray dust can still reveal this information). The destruction of the item doesn’t harm the creature wearing or carrying the item (although the item’s destruction may put the creature in harm’s way, such as if a magical <a href="https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-gear#TOC-Rope">rope</a> were being used to cross a chasm at the time). If the offending creature wears or carries the item for less than 1 hour and passes it to a different creature, the countdown to the item’s destruction starts over.</p><p>The spell cannot affect a magic item with a <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> greater than half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Dust of Twilight
level: bard 2, bloodrager 2, sorcerer/wizard 2
school: conjuration [darkness]
casting_time: 1 standard action
components: V, S, M (coal dust)
range: medium (100 ft. + 10 ft./level)
duration: instantaneous
saving_throw: Fortitude negates ( fatigue only)
spell_resistance: no
description:
<p>A shower of iridescent black particles clings to and extinguishes torches, lanterns, <a href="https://www.d20pfsrd.com/equipment/goods-and-services#TOC-Sunrod">sunrods</a>, and similar mundane light sources and dispels any spell of 2nd level or lower with the light descriptor (as <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic"><i>dispel magic</i></a>). Creatures in the area must make a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fortitude</a> save or become <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fatigued">fatigued</a>.</p>


name: Dwarven Veil
level: cleric 2, paladin 2
school: transmutation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: 10 minutes/level
saving_throw: Will negates
spell_resistance: yes (harmless)
description:
<p><i>This spell enhances the target’s dwarven or dwarf-like qualities, making it appear more attractive, personable, and worthy of respect and admiration by dwarves. The target is still recognizable as itself.</i></p><p>The target gains a +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Circumstance-Bonus">circumstance bonus</a> to checks to influence dwarves (such as <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a>, <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a>, and so on).</p>


name: Dweomer Retaliation
level: sorcerer/wizard 3
school: abjuration
casting_time: 1 immediate action
components: V
range: Long (400 f. + 40 f./level)
target: one creature you counterspelled since your last turn
duration: instantaneous
saving_throw: none
spell_resistance: yes
description:
<p>You may only cast this spell immediately after successfully counterspelling an opponent. Drawing upon the residual energy of the countered spells, you gain a number of temporary hit points equal to the level of the countered spell plus your <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> or <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-">Intelligence</a> modifier (for <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a> and <a href="https://www.d20pfsrd.com/classes/core-classes/wizard">wizards</a>, respectively); your counterspelled opponent takes damage equal to this amount.</p><p>If the countered spell was at least 4th level, you and your opponent make opposed <a href="https://www.d20pfsrd.com/magic#TOC-Concentration">concentration</a> checks. If you beat your opponent by 10 or more, you retain this spell (or its spell slot, if you are a <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerer</a>) as if you had not cast it.</p>


name: Eagle Aerie
level: druid 6, summoner/unchained summoner 6
school: conjuration (summoning) [good]
casting_time: 1 round
components: V, S, DF
range: long (400 ft. + 40 ft./level)
effect: summoned eagles
duration: 1 hour/level
saving_throw: none
spell_resistance: no
description:
<p>You summon a flight of <a href="https://www.d20pfsrd.com/bestiary/monster-listin/magical-beasts/giant-eagle">giant eagles</a> (one per three <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Caster-Level-CL-">caster levels</a>, maximum of six) to ferry you and your allies across the skies. The eagles avoid combat if possible but defend themselves if attacked; if the eagles attack, the remaining duration of the spell changes from 1 hour per level to 1 round per level (so if the spell had 5 full hours left, the eagles remain in combat for 5 rounds before the spell ends).</p>


name: Eagle Eye
level: druid 2, psychic 2, ranger 2, shaman 2
school: divination
casting_time: 1 minute
components: V, S, DF
range: long (400 ft. + 40 ft./level)
effect: magical sensor
duration: 1 minute/level (D)
saving_throw: none
spell_resistance: no
description:
<p><i>Eagle eye</i> creates a magical sensor directly above you. The sensor can appear anywhere above you, to a maximum height equal to the spell’s range. You can see from this vantage as if you were actually there, rotating your viewpoint 360 degrees.</p><p>You perceive with your normal visual senses. A caster using <i>eagle eye</i> can easily see for a considerable distance. The spell does not penetrate any solid surface, although it is unaffected by foliage and the like.</p>


name: Eaglesoul
level: cleric 6, paladin 4, summoner 5
school: conjuration (summoning) [good]
casting_time: 1 standard action
components: V, S, M (vellum inscribed with good outsider’s name)
range: personal
target: you
duration: 1 hour/level (see below)
description:
<p><span>When you cast this spell, you beseech a good-aligned </span><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a><span> for their aid against evil. The </span><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a><span> infuses a small portion of its own power into you, making you a powerful force for good. You gain a +2 </span><a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus">morale bonus</a><span> on all </span><a href="https://www.d20pfsrd.com/skills/perception">Perception</a><span> checks made against evil creatures, a +2 bonus on </span><a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative">Initiative</a><span> checks, and </span><a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/d/detect-evil" style="background-color:transparent;font-style:italic">detect evil</a><span> as a constant </span><a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like ability</a><span>.</span></p><p>In addition, once during the spell’s duration you can call forth a surge of holy power when fighting an evil creature. Doing so is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a> that shortens the spell’s remaining duration so that its remaining hours of duration become rounds of duration. For the rest of this duration, the surge of power grants you the following benefits: </p><ul>
<li>A +2 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to AC</li>
<li>A +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a></li>
<li><a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance">Resistance</a> 5 to acid and fire</li>
<li>A +5 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Sacred-Bonus">sacred bonus</a> on all <a href="https://www.d20pfsrd.com/skills/intimidate">Intimidate</a> checks made against evil creatures</li>
<li><a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Fast-Healing-Ex-">Fast healing</a> 2</li>
<li>Any critical threat roll made against an evil creature with a weapon you wield is automatically confirmed.</li>
</ul><p>Although this surge of power can be activated against any evil opponent, this ability activates automatically as soon as you attack any evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a>, regardless of whether you hit or not, and regardless of whether you actually recognize that the target is in fact an evil <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider">outsider</a>. In such cases the activation is a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions">free action</a>.</p><p>Nongood spellcasters can cast this spell, but doing so causes them to be <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Sickened">sickened</a> (for spellcasters who are neither good nor evil) or <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered">staggered</a> (for spellcasters who are evil) for the spell’s duration.</p>


name: Eagle’s Splendor
school: transmutation
casting_time: 1 standard action
components: V, S, M/DF (feathers or droppings from an eagle)
range: touch
target: One creature/level, no two of which can be more than 30 ft. apart
duration: 1 min./level
saving_throw: Will negates (harmless)
spell_resistance: yes
level:
alchemist 2, antipaladin 2, bard 2, bloodrager 2, cleric/oracle 2, paladin 2, psychic 2, shaman 2, sorcerer/wizard 2, summoner/unchained summoner 2

description:
<p>The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Enhancement-Bonus">enhancement bonus</a> to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, adding the usual benefits to <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>-based skill checks and other uses of the <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a> modifier. <a href="https://www.d20pfsrd.com/classes/core-classes/bard">Bards</a>, <a href="https://www.d20pfsrd.com/classes/core-classes/paladin">paladins</a>, and <a href="https://www.d20pfsrd.com/classes/core-classes/sorcerer">sorcerers</a> (and other spellcasters who rely on <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>) affected by this spell do not gain any additional bonus spells for the increased <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-">Charisma</a>, but the save DCs for spells they cast while under this spell’s effect do increase.</p><p><a name="mass"></a></p><div style="margin-left: 40px">


name: Ear-Piercing Scream
level: bard 1, bloodrager 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1
school: evocation [sonic]
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./2 levels)
target: one creature
duration: instantaneous; see text
saving_throw: Fortitude partial (see text)
spell_resistance: yes
description:
<p>You unleash a powerful scream, inaudible to all but a single target. The target is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed">dazed</a> for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.</p>


name: Early Judgment
level: cleric/oracle 2, inquisitor 2, witch 1
school: divination
casting_time: 1 standard action
components: V, S, DF
range: close (25 ft. + 5 ft./2 levels)
target: one humanoid creature
duration: 1d4 rounds
saving_throw: Will negates
spell_resistance: yes
description:
<p>Depending on the creature’s <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Alignment">alignment</a> and its adherence to its ethos, you can provide it a brief glimpse of the reward or punishment that waits for it when it dies by showing it a mental image of its destined plane in the afterlife. If the target is good-aligned, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Fascinated">fascinated</a> for 1d4 rounds on a failed save. If the target is neutral-aligned, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused">confused</a> for 1d4 rounds on a failed save. If the target is evil-aligned, it is <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken">shaken</a> for 1d4 rounds on a failed save.</p>


name: Ears of the City
level: bard 1, cleric 1, inquisitor 1, shaman 1, sorcerer/wizard 1, witch 1
school: divination
casting_time: 1 standard action
components: V, S, M/DF (a small piece of a brick)
range: touch
target: one creature
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target of this spell sees and hears a stream of past scenes and pieces of conversations related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind.</p><p>Each round for the duration of the spell, the target can attempt a <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> check to gather information as though she had spent 1d4 hours talking to local people. Since the information gathering doesn’t involve actual interaction with people, only observation, the target can use her <a href="https://www.d20pfsrd.com/skills/perception">Perception</a> skill instead of her <a href="https://www.d20pfsrd.com/skills/diplomacy">Diplomacy</a> skill. While thus concentrating, the target is effectively <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded">blind</a> and <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deaf</a>.</p>


name: Earsend
level: alchemist 4, sorcerer/wizard 4, witch 4
school: necromancy
casting_time: 1 standard action
components: V, S, M (butterfly wing)
range: close (25 ft. + 5 ft./2 levels)
target: creature touched
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: no
description:
<p>You cause one of your ears to tear itself free of your body and transform into a fly-like magical creature you control. This functions like <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/s/skinsend">skinsend</a>, except your ear is a Fine <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct">construct</a> with a fly speed equal to your base speed and a bonus on <a href="https://www.d20pfsrd.com/skills/fly">Fly</a> checks equal to half your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. Your sense of hearing functions from your animated ear as if it were connected to your head, allowing you to hear as well as you normally could from your animated ear’s vantage point.</p>


name: Earth Glide
level: alchemist 4, bloodrager 4, druid 4, shaman 4, sorcerer/wizard 4
school: transmutation [earth]
casting_time: 1 standard action
components: V, S
range: touch
target: creature touched
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: yes (harmless)
description:
<p>The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, traveling at a speed of 5 feet. If protected against fire damage, it can move through lava. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. It requires as much concentration as walking, so the subject can attack or cast spells normally, but cannot <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Charge">charge</a> or run. Casting <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/m/move-earth">move earth</a> on an area containing the target flings the target back 30 feet, stunning it for 1 round (DC 15 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Fortitude">Fort</a> negates). This spell does not give the target the ability to breathe underground, so when passing through solid material, the creature must hold its breath.</p>


name: Earth Tremor
level: bloodrager 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3
school: transmutation [earth]
casting_time: 1 standard action
components: V, S
range: up to 30 ft. (see text)
area: 30-ft. line, 20-ft. cone-shaped spread, or 10-ft.-radius spread (see text)
duration: instantaneous
saving_throw: Reflex half (see text)
spell_resistance: no
description:
<p>You strike the ground and unleash a tremor of seismic force, hurling up earth, rock, and sand.</p><p>You choose whether the earth tremor affects a 30-foot line, a 20-foot cone-shaped spread, or a 10-foot-radius spread centered on you. the space you occupy is not affected by earth tremor. the area you choose becomes dense rubble that costs 2 squares of movement to enter. Dense rubble adds 5 to the DC of <a href="https://www.d20pfsrd.com/skills/acrobatics">Acrobatics</a> checks and adds 2 to the DC of <a href="https://www.d20pfsrd.com/skills/stealth">Stealth</a> checks. Creatures on the ground in the area take 1d4 points of bludgeoning damage per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a> you have (maximum 10d4) or half damage on a successful save. Medium or smaller creatures that fail their saves are knocked <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Prone">prone</a>.</p><p>This spell can be cast only on a surface of earth, sand, or stone. It has no effect if you are in a wooden or metal structure or if you are not touching the ground.</p>


name: Earthquake
level: cleric/oracle 8, druid 8, shaman 8
school: evocation [earth]
casting_time: 1 standard action
components: V, S, DF
range: long (400 ft. + 40 ft./level)
area: 80-ft.-radius spread (S)
duration: 1 round
saving_throw: see text
spell_resistance: no
description:
<p>When you cast <i>earthquake</i>, an intense but highly localized tremor rips the ground. The powerful shockwave created by this spell knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an <i>earthquake</i> spell depends on the nature of the terrain where it is cast.</p><div style="margin-left: 40px">
<p><i>Cave, Cavern, or Tunnel</i>: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> DC 15 half) and pinning that creature beneath the rubble (see below). An <i>earthquake</i> cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris and rubble.</p>
<p><i>Cliffs</i>:<i> Earthquake</i> causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> DC 15 half) and is pinned beneath the rubble (see below).</p>
<p><i>Open Ground</i>: Each creature standing in the area must make a DC 15 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> DC 20 to avoid a fissure). The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were in the bury zone of an <a href="https://www.d20pfsrd.com/gamemastering/environment/wilderness#TOC-Avalanche">avalanche</a>, trapped without air (see <a href="https://www.d20pfsrd.com/gamemastering/environment">Environment</a> for more details).</p>
<p><i>Structure</i>: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">Hardness</a> does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (<a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> DC 15 half) and is pinned beneath the rubble (see below).</p>
<p><i>River, Lake, or Marsh</i>: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly <a href="https://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Drowning">drowning</a> those caught in the mud.</p>
<p><i>Pinned Beneath Rubble</i>: Any creature pinned beneath rubble takes 1d6 points of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Nonlethal-Damage" rel="nofollow">nonlethal damage</a> per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Constitution-Con-">Constitution</a> check or take 1d6 points of lethal damage each minute thereafter until freed or dead.</p>
</div>


name: Echo
level: bard 1, druid 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1, spiritualist 1, witch 1
school: illusion (figment)
casting_time: 1 standard action
components: S, F (a conch shell)
range: close (25 ft. + 5 ft./2 levels) or long (400 ft. + 40 ft./level); see text
area: one 10-ft. cube/level (S)
duration: 1 round/level (D)
saving_throw: Will disbelief (if interacted with)
spell_resistance: yes
description:
<p>You cause a sound heard in the target area up to 1 round ago and lasting up to 1 round in duration to repeat at a regular interval. the original sound need not have come from the area, but it echoes from the target area at its original full volume. Any special effects of the sound are not duplicated by this spell. If the area is naturally prone to echoes, such as a space surrounded on at least two sides by cliffs or high river banks, the spell’s range is long. Otherwise, the spell’s range is close.</p><p>You can concentrate as a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to alter the echo. You can change it to be any sound audible in the area within the last 1 round, move the apparent source of the sound within the area, or attempt a <a href="https://www.d20pfsrd.com/skills/bluff">Bluff</a> check to create a <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Distraction-Ex-">distraction</a> to hide with a bonus equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p>


name: Echolocation
level: alchemist 4, bard 4, druid 4, sorcerer/wizard 5
school: transmutation [sonic]
casting_time: 1 standard action
components: V
range: personal
target: you
duration: 10 minutes/level
description:
<p>You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a> to a range of 40 feet. The echo-producing noises are too high-pitched to be heard by most creatures, and can only be detected by <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Dragon">dragons</a>, other creatures with this ability (such as bats), and creatures with hearing-based <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsense</a> or <a href="https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Blindsight-and-Blindsense">blindsight</a>. You cannot use this ability if you are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened">deaf</a>, and cannot detect anything in an area of <a class="spell" href="https://www.d20pfsrd.com/magic/all-spells/e/s/silence">silence</a>.</p>


name: Ectoplasmic Eruption
level: psychic 7, spiritualist 6
school: evocation
casting_time: 1 standard action
components: V, S
range: medium (100 ft. + 10 ft./level)
area: 30-ft.-radius burst
duration: 1 round/level
saving_throw: Reflex half and Will partial; see text
spell_resistance: yes
description:
<p>A cascading avalanche of pale, swirling ectoplasmic matter erupts from a point you select. All creatures in the area when the spell is cast take 6d6 points of bludgeoning damage and are <a href="https://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled">entangled</a> for a number of rounds equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>.</p><p>This spell passes between planes, so it affects ethereal and <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creatures normally.</p><p>In addition, each ethereal or <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creature in the area must succeed at a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save or be pushed partially onto the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> for a number of rounds equal to your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. It must attempt this <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Will">Will</a> save regardless of whether it succeeded at the <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Reflex">Reflex</a> save. An <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a> creature pushed partially onto the <a href="https://www.d20pfsrd.com/gamemastering/environment/the-planes#TOC-Material-Plane1">Material Plane</a> can’t enter or pass through solid objects, takes half damage from non-magical attack forms, and takes full damage from magic weapons, spells, <a href="https://www.d20pfsrd.com/magic#TOC-Spell-Like-Abilities-Sp-">spell-like</a> effects, and <a href="https://www.d20pfsrd.com/magic#TOC-Supernatural-Abilities-Su-">supernatural</a> effects.</p><p>Corporeal spells and effects that don’t cause damage affect the creature normally instead of having a 50% chance of affecting it. The creature still gains the other benefits of being <a href="https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Incorporeal">incorporeal</a>, and retains its attack bonuses and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Armor-Class">Armor Class</a>.</p>


name: Ectoplasmic Hand
level: occultist 5, psychic 5, spiritualist 4
school: evocation
casting_time: 1 standard action
components: V, S
range: close (25 ft. + 5 ft./level)
effect: one ectoplasmic appendage
duration: 1 minute/level
saving_throw: none
spell_resistance: no
description:
<p>You draw forth a ghostly, animated hand through the ectoplasmic veil to manipulate objects, attack creatures, and deliver <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> spells at a distance. The hand remains tethered to you by tendrils of ectoplasm. The ectoplasmic hand and its tether have <a href="https://www.d20pfsrd.com/equipment/damaging-objects#TOC-Hardness">hardness</a> 10 and <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Hit-Points">hit points</a> equal to 10 + your <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>. The tether can be damaged or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Sunder">sundered</a> anywhere along its length, ending the spell. The ectoplasmic hand has <a href="https://www.d20pfsrd.com/classes/core-classes/rogue#TOC-Improved-Evasion-Ex-">improved evasion</a>, uses your save bonuses, and has an AC of 24 (+6 <a href="https://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Natural-Armor-Bonus">natural armor</a>, +8 size). The ectoplasmic hand moves up to 30 feet per round, and on each of your turns you can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Move-Actions">move action</a> to move it an additional 30 feet. If you spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions">swift action</a>, the ectoplasmic hand can make an attack using your <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Bonus">base attack bonus</a>, modifying its <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack rolls</a> and damage rolls with your spellcasting ability score (the ability score that determines your spell save DCs). It deals 1d6 points of damage with a slam attack, and it can wield any light or one-handed weapon. The ectoplasmic hand threatens and can <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Flanking">flank</a> targets.</p><p>The ectoplasmic hand can also perform additional functions.</p><p style="margin-left:40px"><i>Deliver Touch Spell</i>: The ectoplasmic hand can deliver any spell of 6th level or lower that has a range of <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> that you cast. You gain a +2 bonus on your melee <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks">touch</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attack-Roll">attack roll</a> when doing so.</p><p style="margin-left:40px"><i>Manipulate Object</i>: The ectoplasmic hand can manipulate unattended objects weighing no more than 5 pounds per <a href="https://www.d20pfsrd.com/magic#TOC-Caster-Level">caster level</a>, moving them up to 20 feet per round in any direction you desire, to the limits of this spell’s range. It can pull levers, open unstuck doors, or knock over objects. If the ectoplasmic hand must attempt a <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> check, it uses your spellcasting ability score as its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score. Using the ectoplasmic hand in this way requires you to concentrate and spend any actions you would normally need to use to manipulate the object yourself.</p><p style="margin-left:40px"><i>Combat Maneuver</i>: You can spend a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions">standard action</a> to command the ectoplasmic hand to perform a <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Bull-Rush">bull rush</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Disarm">disarm</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Drag">drag</a>, <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Steal">steal</a>, or <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Trip">trip</a> <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers">combat maneuver</a> against a target creature, using 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-Combat-Maneuver-Bonus">CMB</a> and your spellcasting ability score as its <a href="https://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Strength-Str-">Strength</a> score. The ectoplasmic hand takes no penalties for its size. This action doesn’t provoke <a href="https://www.d20pfsrd.com/gamemastering/combat#TOC-Attacks-of-Opportunity">attacks of opportunity</a> against the ectoplasmic hand.</p><div style="width:190px;height:250px;margin:5px auto">
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